Virtual On: Oratorio Tangram FAQ v 0.90 By Danny Chi 6/1/00 ============================================================================= Table of Contents ============================================================================= 1. Introduction 2. Basics A. Controls / Schema B. Movement 1. Walking 2. Jumping 3. Dashing 4. Air Dash C. Attacks 1. Basic Weapons 2. Turbo Weapons 3. Crouch Weapons 4. Dash Attacks 5. Jump Attacks 6. Air Dash Attacks 7. Dash Crouch Attacks 8. Close Combat (CC) D. Enemy Acquisition E. Other Tidbits 1. Range 2. Getting Up 3. V. Armor 4. Weapon Capabilities 3. Virtuaroids (VR) A. Temjin B. Apharmd Battler C. Cypher D. Raiden E. Dordray F. Fei Yen Knight G. Bal Bados H. Grys-Vok I. Apharmd Striker J. Specineff K. Angelan 4. Intermediate Techniques A. Movement Revisited 1. Dash Revisited 2. Watari Dash (Vertical Dash) 3. SLD 4. Curve Dash B. Close Combat Revisited 1. Close Combat Activation Distance 2. Basics 3. Quick Stepping 4. Crouch Attacks 5. Quick Hop Attacks 6. Right Turbo Attacks 7. Left Turbo Attacks 8. Dash CC 9. Guard Cancel CC 10. Ground Attack 5. Advanced Techniques and Strategies A. Dash Vectoring B. Weapon Prediction C. Enemy Herding D. Doi-2 Dash E. Advanced Q-Step F. Tsubame Kaeshi (Swallow's Tail) 6. Extras A. How to play the import on a US DC B. Test Type Temjin and Raiden (VOOM Class) C. Getting Ajim D. Getting MSBS v 5.2 (Arcade version) 7. Stages 8. Thanks and Credit ============================================================================= 1. Introduction ============================================================================= Virtual On: Oratorio Tangram is the sequel to Virtual On: Oratorio Moongate by Sega. It is a 1-on-1 mech battle game in which you are viewing your own Virtuaroid (VR) through a 3rd person mode. The VRs have different weapons and armor as well as different characteristics which make their play- ing styles vastly different from each other. At the same time, the addition of a Y-Axis allows for true 3-D movement as the VRs can jump, dash, walk, hide under obstacles and jump over buildings to get a bead on the enemy. The base system is built upon Sega's Model 3 Step 2 hardware board and as a result boasts vastly improved graphics over its Model 2 predecessor. The changes are not purely cosmetic as the designers of Virtual On took into consideration player recommendations and added and modified the gameplay within VOOT. While VOOT still holds true to the physics and dash vectoring of VOOM, VOOT adds air dashes, watari dashes, curve dashes, turbo weapons, V. Armor and a completely redesigned Close Combat system into the game. Thus, even a veteran of VOOM will need to reacquaint themselves with the new game to understand the strategies that are to be developed. Because VOOT was built upon an expensive Model 3 Step 2 Board and VOOM's was released to a lukewarm response within the United States, there are only 6 to 8 working VOOT machines within the United States. The recent release of VOOT for the Dreamcast by Sega of Japan, and the impending release of this game for domestic use in the US by Activision means that more people will be introduced to the deep and innovative play that VOOT provides. This FAQ hopes to introduce both old and new players to VOOT as well as educating them upon the numerous strategies that have been developed to turn Virtual On into a game like no other. ============================================================================= 2. Basics ============================================================================= ################################## A. Controls / Schema ################################## Due to the nature of mech combat that the Virtual On series provides, the arcade system consisted of twin sticks with triggers and a top dash button. Between the sticks was a start button which is instrumental in employing some of the special techniques that various VRs had. Due to the nature of these controls, playing the game on a DC pad can be somewhat awkward, but not impo- ssible. After some practice, moving the VRs should become second nature no matter which controller is being used. NOTE: Twin Sticks are being sold for VOOT, but are very hard to find ** Twin Sticks Setup ** O-- O-- Both sticks left causes VR to walk leftwards --O --O Both sticks right causes VR to walk rightwards | | Both sticks toward you (down) moves VR backwards O O O O Both sticks away from you (up) moves VR forwards | | O | Sticks in opposite directions causes rotation | O depending on which stick is up or down O-- --O Sticks apart causes VR to jump --O O-- Sticks inwards causes VR to Crouch / Block / Cancel Right Turbo Right Turbo / Dash / Dash Cancel Left Turbo Left Turbo / Dash / Dash Cancel Right Trigger Right Weapon (RW) Left Trigger Left Weapon (LW) Both Triggers Central Weapon (CW) ** Dreamcast Controller ("A" Setup) ** DC Pad Right VR moves right DC Pad Left VR moves left DC Pad Down VR moves backwards DC Pad Up VR moves forwards Analog Up/Down Start Button Analog Left/Right Rotate VR Left Right A Button Crouch / Block / Cancel B Button Right Turbo / Dash / Dash Cancel X Button Left Turbo / Dash / Dash Cancel Y Button Jump Right Trigger Right Weapon (RW) Left Trigger Left Weapon (LW) Both Triggerss Central Weapon (CW) Start Button Pauses Game, Brings up menu ################################## B. Schema ################################## Throughout this FAQ, shorthand will be used to state specific actions and weapon usages RW Right Weapon LW Left Weapon CW Central Weapon RT Right Turbo type attacks LT Left Turbo type attacks RTRW Right Turbo Right Weapon RTLW Right Turbo Left Weapon RTCW Right Turbo Central Weapon LTRW Left Turbo Right Weapon LTLW Left Turbo Left Weapon LTCW Left Turbo Central Weapon CrRW Crouch Right Weapon CrLW Crouch Left Weapon CrCW Crouch Central Weapon AW All Weapons (usually for gauge reading) V. Armor Virtual Armor (chance of deflection of projectile) CC Close Combat RA-ERL Right Arm ERL (BAL series only) LA-ERL Left Arm ERL (BAL series only) RT-ERL Right Thigh ERL (BAL series only) LT-ERL Left Thigh ERL (BAL series only) ################################## C. Movement ################################## Movement is a big part of the Virtual On universe. Because the game is fully 3D with obstacles and multiple elevations, the ability to move const- antly while keeping the enemy in view is a must. ** Walking ** Walking occurs by moving the VR left, right, forward, back, or in some diagonal combination of the above. The walking speed of the VR varies from VR to VR. This difference is usually inherent upon the size and armor of the VR. Heavier VRs move slower and thus can not merely walk to dodge weapons while lighter VRs are able to dodge some weapons by simply walking sideways. ** Jumping ** Due to the 3D nature of VOOT, movement in the Y-plane is possible. To jump, pull both sticks apart (press jump on the DC pad) and the VR will engage its booster and jump into the air for a certain amount of time before falling back toward the ground. If you wish to stop jumping or simply speed up your descent, you can cancel the jump by pressing the sticks towards each other (or press the crouch button on the pad) and either the upwards motion will be terminated for a quick downward descent and/or your downward descent will become faster. Double jumping is possibly by jumping again before reaching the apex of your initial jump. It is useful in getting out of the opponent's view. Due to the nature of normal weapons in VOOT, horizontal tracking is usual- ly better then vertical tracking. Thus, a quick jump cancel (jump and then quickly cancel the jump) is often good for dodging an attack that would otherwise hit you. To do a jump cancel, pull both sticks apart and then quickly push them together. Depending on how fast this action if performed, the VR should jump and quickly descend while turning toward the enemy. Long- er j-cancels are useful for dodging attacks while faster ones are good for orienting on the enemy. As with walking, not all VRs can jump equally. Whereas Cypher and the Bal series can move through the air with ease and grace, big VRs such as Raiden and Dordray are often sitting ducks if in the air for too long. Despite this jumping is a useful skill to have. ** Dashing ** VR boosters can also be used to propel the VR in a horizontal direction. This allows the smaller and lighter VRs to motor around the arenas as well as giving the heavier VRs a chance to dodge incoming projectiles. To dash, move in one direction while pressing a turbo button (top button on sticks, dash / turbo button on the DC Pad). Your VR should engage its booster and propel itself in the direction chosen at a much faster speed. A dash is also cancellable IF the VR has not yet fired a weapon AND the boosters are still on. To cancel a dash, simply press the turbo / dash button one more time. This should cause the VR to skid to a halt almost instantly. It should be noted that attempting to dash by pressing both turbo buttons (on the sticks) can lead to the VR being jittery. This is because the input tells the VR to dash and then instantly getting cancelled. The ability to dash around the arenas adds a whole new dimension to move- ment. Suddenly speed is a big facto as well as proper use of structures with which to hid behind. Faster VRs can move faster and further with their dash- es while slower VRs are not able to dodge incoming shots. Dash cancels allow the VRs to jockey for position as well. It should be noted that most of the time, only forward and side dashes (with their diagonal variants) should be used. Back dashes are seldom useful due to their slow nature and their piti- ful dash attacks (see below). ** Air Dash ** A new addition to VOOT is the inclusion of an air dash. This is accompli- shed by jumping and before the apex of the jump, inputting in a dash command (with a direction). If all goes well, the VR should dash off in that direction while in the air and keep the same level distance from the ground until the end of the dash. As with standard dashes, you can cancel the dash at which the VR will float back down to the ground (NOTE: you can not cancel the jump at this point). Air dashes add a new facet to the game in which you can jump to dodge an attack while instantly moving in another direction to either attack or find a better strategic location. When dashes end, the rate of descent can be in- creased by crouching (pushing the sticks inward, crouch button on DC pad). ################################## D. Attacks ################################## ** Basic Weapon ** Every VR has 3 basic weapons, Left Weapon (LW), Right Weapon (RW), and Central Weapon (CW). The weapons are fired by pressing the right trigger, left trigger, or both triggers. Usually the RW is some sort of direct proj- ectile that has some sort of homing capability. The LW is an alternative projectile that is usually explosive or holds some special capability with which to press the attack. The CW is usually the best weapon of the bunch and holds some special ability such as extreme homing, stun attack, or close combat weapon. All weapons have an energy bar which will drain while firing. These bars recharge at a constant rate meaning that you will never run out of ammuni- tion. However, as some weapons drain the gauge faster then it recharges, care must be taken to ensure that you do not completely drain the weapon and have to wait for it to recharge again when you need to fire it. Most of the weapons also require a lock-on to be present on the enemy VR. This ensures that they will attempt to home in on the enemy. If no such lock-on is present, they will simply go off in a straight line. ** Turbo Attacks ** An addition to VOOT is the turbo attack. Turbo Attacks are enhancements of basic weapons that are accomplished by pressing a trigger with either of the dash buttons. The difference between left and right turbo (left and right dash) attacks is extremely important and thus care should be taken to make sure that the proper attack type is used. Right turbo attacks are usually a more powerful variant of the basic attack. They draw more energy and often freeze the VR in place while the attack is being done. The difference is that RT attacks ignore V. Armor thus allowing light weapons to actually do damage against a heavy VR at a decent distance. They also tend to have less or no homing capabilities whatsoever. Left Turbo attacks fall into the category of special attacks. They tend to either freeze the enemy VR in place (MSBS v 5.2) or strip of V. Armor (MSBS v 5.4 / 5.45) leaving the stunned VR more vulnarable to damage from other weapons. LT attacks tend to have less of a drain on the weapon gauge and are usually cancelable midway through the firing by either stopping the firing and/or dash/jumping away. ** Crouch Attacks ** Crouch attacks are done by pressing the sticks inward (or pressing the crouch button) and firing a weapon at the same time. Crouch attacks can not be turbo'd, but are a variant of the normal class of weapons that deserves special mention. In VOOM, crouch attacks were good attacks to make on air- borne enemies as they had an initial upward angle of fire as well as have and increase in speed over conventional fire. However, this also led to the weapons being abused against taller VRs such as Bal Bas Bow and Viper II. VOOT has changed the specific characteristics of crouch weapons for a new use. While they still do have better vertical tracking then conventional fire, it is often better to simply wait for a VR to land and try to hit that VR at its landing site. Instead, crouch weapons fire much faster and have a higher velocity then normal fire. They also allow sliding to occur while firing the weapon (see below) and thus are a good way to harry your oppo- nent. The increase in speed of the crouch weapon is balanced by its poor V. Armor penetration. As a result, crouch weapon fire should only be used at medium to close range, and even then as an alternative way to harry the opponent. The ability to crouch slide is a great boon in doing this attack. To crouch slide, engage in a crouch weapon attack while moving sideways. The steps for this manuever are to start moving, and then move both sticks in- ward (only one stick should move inward as the other is already facing in that direction) while firing a weapon (hitting crouch on DC pad). If done correctly, your VR should duck and slide in the direction of movement while firing. This slide is somewhat faster then standard walking, but only for a short period of time as the VR needs to stand back up. It is good to test out what specific crouch attacks do. Some will explode after a certain distance making range extremely important while others will bounce and allow you to go over structures. As always, crouch freeze does exist, but in a very small amount and especially if you use the crouch slide while doing such an attack. ** Dash Attacks ** Attacking during a dash is by far the meat of a Virtual On game. The abil- ity to fire a weapon during a dash allows increased change in distance be- tween the two VRs as well as rotation to focus on the enemy VRs. A dash attack is done by dashing in some direction and then firing your weapon be- fore the dash ends. The VR will start rotating toward the enemy during the middle of the dash and fire its weapons. Depending on the speed of its ro- tation and the angle between VRs, some shots may go errant. Dash attacks vary depending on what direction the VR is dashing in when it fires its weapons. Forward dashes often provide the best attack characteri- stics with an increase in V. Armor penetration, speed and damage. Forward diagonal type dashes hold true to most of the same such characteristics, but may also be weaker depending on weapon charge. Side dashes are useful for evading fire, but do not provide very powerful attacks. Back dashes are not recommended due to their slow speed and the weak shot that occurs. However, some VRs can benefit from a back dash attack. There are two important aspects of dash attacks that need to be address- ed. The first is that during a dash, the VRs V. Armor decreases in capa- bility. Because of this, getting hit during a dash will most often end in taking damage even if it was at long range and your VR had 100% V. Armor. The other aspect of dash attacking is much more important. This is the dash freeze, which occurs at the end of a dash attack. It keeps people from dashing endlessly and turns Virtual On into a much more strategic battle. The dash freeze causes your VR to freeze for a small amount of time at the end of a dash attack. During this time, you VR will be vulnerable to many attacks, and is often the focal point of an enemy's counter attack. Dash- ing by itself does not cause a dash freeze, only the use of a dash attack will cause the VR to freeze a the end of a dash. Thus care must be taken to ensure that your VR is safely behind cover or in otherwise safe positions at the end of a dash attack. ** Jump Attacks ** Just as attacks can be done while dashing, jump attacks can also be done. Jump attacks tend to have the same capabilities as standard attacks, with the exception that you are allowed to use the turbo variants during that attack (something dash attacks don't allow for obvious reasons). However, despite this bonus, jump attacks should seldom be done. They leave the VR a floating target and there are better things to do while in the air. ** Air Dash Attacks ** The obvious alternative to jump attacks is air dash attacks. With the inclusion of an air dash, VRs can now attack in the air. These attacks tend to have the same capabilities as standard dash attack, though some of the attacks may have added capabilities (or some capabilities taken away). Air dash attacks are often perfect ways to retaliate on an enemy dash attack. The jump in the air should throw off the homing of an enemy attack, and the ability to dash off in a counterattack is useful. However, air dash attacks do have their disadvantages. To compound the dash freeze that occurs at the end of a dash, the VRs also have to float to the ground (the descent can be sped up by crouching). Depending on the height of the air dash, this can leave the VR an obvious sitting duck. ** Dash Crouch Attacks Another combination of attacking is the dash crouch attack. In this case, the VR performs a low roll while launching its attacks. Crouch dash attacks tend to fire off fewer projectiles but specific VRs get benefits out of do- ing a crouch dash attack. There is also a small chance that the VR can duck under enemy fire. ** Close Combat ** When VRs get within a certain distance of each other, a second lock-on crosshair appears to surround the original crosshair. When this occurs, the VRs attacks are changed to close combat attacks. Each specific VR has its own Close Combat (CC) attacks and range from kicking, to gun bashing, to punches and kicks, to swords. CC is performed just like any other attack as long as the second cross- hair is present. (Your weapon gauges also light up in a yellow manner). Un- like standard combat, CC attacks can be blocked. This is done by pushing both sticks inward (hitting crouch button on DC pad). If the block is successful, a small amount of damage is done to the blocking VR. Due to the fact that most CC weapons do more damage then conventional weapons, CC can add some interesting spice to the game. Different VRs also have different CC activation distances allowing some VRs to attack before others are within range. ################################## E. Enemy Acquisition ################################## Now that you are no longer a sitting duck and can also fire back at the en- emy, it is instantly obvious that keeping the enemy on screen and with a lock- on is extremely hard. Fortunately, there are 3 ways to keep the enemy on screen and with a lock-on. The first is to simply rotate your VR toward the enemy. Depending on which side of you the enemy is, there should be an arrow at the side of your screen pointing in their general direction. Simply rotate that way, and the enemy should eventually appear on screen. Unfortunately, rotation makes your VR a sitting target (it can be done while walking, but can become disorienting). While still useful in Virtual On, rotation is better off used to guide shots rather then to find the enemy. Jumping also causes your VR to instantly acquire the enemy. While in the air, the VR will quickly rotate to face the enemy. While the enemy can then move out of view, the initial rotation helps to find the enemy. However, due to the fact that you are floating, you become a sitting duck as you fall to the ground. This can be solved by doing a jump cancel (j-cancel). By jumping for a split second and the cancelling the jump, your VR jumps, orients on the enemy and then falls to the ground quickly, allowing enemy acquisition with a minimum of wasted time. The final method is to do a dash attack (ground or air). Simply dashing does not find the enemy, but dash attacks cause the VR to rotate toward the enemy. During the rest of the firing cycle, the VR will attempt to keep the enemy in sight (not always an easy thing to do). However, dash attacks cause dash freeze so care should be taken. Out of all these methods, j-cancels are the best method for enemy acquisi- tion. Dash attacks are useful when you know the enemy is bearing down on you, but do not know from what direction and range. Rotation is sometimes good for centering an enemy, but usually, j-cancels are the method to use. ################################## F. Other Tidbits ################################## ** Range ** The sense of distance and range between VRs is an important skill to have in Virtual On. The onscreen HUD depicts a range indicator to the bottom of the crosshairs. The numbers on this HUD change extremely fast in a fluid game and are thus hard to keep track of. Yet, it is a good way to get a gen- eral approximation of distance between you and the opponent. The ability to understand range is especially important in medium to short ranges. Knowing about how far away the enemy is allows you to engage in CC as quick as possible as well as lob grenades and know that they will reach out and hit the opponent instead of falling short. ** Getting Up ** Despite the best battle plans, you will still get hit during a Virtual On game. In the worst case, this hit (or series of hits) will cause your VR to fall over onto the ground. There is little that you can do to stop this from happening (other then to not get hit), but knowing what occurs next is im- portant. While your VR is prostrate on the ground, attacks will do much less damage to it (but damage none the less). When the VR gets up off the ground, it is invincible for a split second. During that time, you can attempt to do an attack or dash off. If you attempt to do an attack, the invincibility will end leaving you vulnerable to counterattacks. Otherwise, you will not take any damage during that second of invulnerability. It is a good time to take a breath and decide what your next attack will be. ** V. Armor ** V. Armor is an added stat to the VOOT universe. It was added to help heavier VRs deal with fast VRs picking away at them from the distance. It encourages medium to close range combat because as the distance between VRs decreases, shots are more able to penetrate V. Armor. Heavy VRs tend to have more powerful V. Armor meaning that enemy VRs will either have to strip off their V. Armor of engage them at close distances. Some of the heaviest VRs can reflect shots at almost CC distance! Lighter VRs have a lesser amount of V. armor meaning that they can reflect some shots but only those from light projectiles. V. Armor takes affect when the VR is hit in the front, somewhat on the sides and almost never in the back. Dashing decreases V. Armor abilities. All starting VRs have 100% V. Armor but this will be stripped away over the course of combat. ** Weapon Capabilities ** The weapons of VOOT are of many different varieties and categories. They all have some basic capabilies that are important to understand so that the weapons will be used properly. Homing -- Homing weapons tend to arc toward the enemy VR as long as a lock on exists. Almost all weapons have some type of homing capability and your VR will attempt to fire in the enemy direction. Different homing weapons have different degrees of homing as well as speed. If no lock-on is presnt, the weapon will simply fire forward. Front Fire -- Front fire weapons simply fire forward. They have no homing capabilities whatsoever, but in return do quite a bit more damage then their homing variants. Most front fire weapons will also ignore V. Armor. Projectile Attacks -- These are the basic attacks that most VRs have. Most projectile attacks also have homing capabilities. They do not do very much damage and are affected by V. Armor at medium to long distances. Energy Attacks -- Energy attacks are very much like projectile attacks. Most energy attacks are front firing, but they are also able to cancel out in- coming projectiles if the projectile should cross their path. Energy attacks tend to eat up a lot of ammo gauge. Energy attacks tend to ignore V. Armor. Explosive Attacks -- Explosive attacks cause explosions to occur. While the explosions do not last very long, they are useful in obscuring view as well as cancelling out any attack that attempts to go through the explosion. If a VR fires from within the explosion however, its attack is not affected. Most explosive attacks ignore V. Armor and may also strip a small amount off on contact. Stun Attacks -- An addition to VOOT is the stun attack. These attack freeze the enemy VR in place for a short amount of time. They don't do damage, but do setup the stunned VR for follow up attacks. Selective Fire -- Some attack have selective fire. These are CW variants and allow the weapon to only fire half its blast, thereby saving charge. To do a selective fire, simply press both triggers and then let one up. This will result in the weapon only firing half its attack (and only half the side). ============================================================================= 3. Virtuaroids (VR) ============================================================================= VOOT starts with a basic 12 VRs with a final hidden Ajim that can be unlock- ed on the Dreamcast after a specific sequence and date. This section will describe the VRs, their weapons, capabilities, speed, and armor. There are no known differences between DNA (1st player) and RNA (2nd player) VRs other then different color and different targetting recticles. ################################## # A. TEMJIN ################################## ** Background ** This is VOOM's Temjin almost down to the last pixel. A good beginner's VR as well as a potent weapon in an advanced player's hands ** Notes ** Temjin has not changed very much since the first game. His beam rifle and grenade still exist and with the insertion of turbo attacks are very potent. However, the beam rifle is now very dependent on ammunition meaning that play- ers will now have to watch their gauges. His bombs have also been degraged quite a bit, leading to little damage as well as faster dissipation. Temjin has 2 special attacks, a gliding ram (surfboard attack) and the spinning sword. ****************************** Long Range Attacks ****************************** RW -- Long Launcher Temjin fires a single blue shot from his rifle that homes in on enemies. Does decent damage for a RW, but suffers from V. Armor deflection at long range. Temjin can machine gun his rifle (shoot faster) by wiggling the right stick sideways while continually firing. The jumping version of this attack fires off 4 shots in quick succession. If all 4 hit, they do quite a bit of damage. There are better uses, but it can be a devastating attack. LW -- Grenades Temjin throws a grenade at the enemy. It goes about 300m and explodes on contact. The grenade lasts about a second before it dissipates. During this time, projectiles fired through the blast don't do damage. The damage done by the grenade is minimal, but bypasses V. Armor. It also no longer explodes when enemy's are near it. It should be noted that any projectiles that Temjin fires through the bomb blast will damage the enemy, so in essence the explos- ion does not exist to give Temjin any disadvantages. The jumping version of this allows Temjin to throw it a bit further because of hit height. As a result, he can hit almost everywhere on the map if in the center. CW -- Beam Sword This is Temjin's primary CC weapon. At long range it emits a blue wave that travels horizontally. The beam sword homes very well and V. Armor does not affect it. However, it's damage is minimal. Due to the energy nature of this attack, the wave (and sword itself) will cancel incoming shots. The jumping version is like the standing version. LTRW -- Strip Shot Temjin shoots small blue beams that home decently and move faster then the standard rifle shot. These shots do no damage but strip of a decent amount of V. Armor. The jumping version is like the standing version. LTLW -- Bounce Grenade Temjin throws a standard grenade which homes a slight bit better then the standard LW. When it hits the ground, it bounces and is useful for going over structures. When it hits an enemy or bounces twice, it explodes for a small amount of damage. The jumping variant seems to float in the air before hitting the ground. The animation is the same, and there may be a bouncing portion of the grenade, but it flies quite far by itself. LTCW -- Vertical Beam Sword Wave Temjin throws out a vertical version of his beam sword. I guess this is better for hitting air enemies because it is about the height of a VR. Otherwise, this move seems useless. The jumping version is like the standing version. RTRW -- Beam Laser Temjin sets up, opens his rail gun and fires a straight laser in front of him. This attack is direct fire and does a lot of damage. While Temjin is firing, he is stuck in his position. This attack drains all of the ammo gauge. The jumping version is like the standing version except at a steep angle dep- ending on range. The jump rotation toward the enemy can make this a good hit. RTLW -- Long Grenade Temjin throws his grenade further away. It explodes in the air or on contact with an enemy. If it explodes in the air, the bottom of the explosion covers the ground. This grenade does a slight bit more damage and homes better. The jumping variant throws out the grenade very far. In fact, if this is used past about 550m, there is a possibility of the grenade going further then the VR. RTCW -- Wide Wave Temjin's sword emits a wider horizontal wave that does more damage to the enemy. However, it also drains 75% of the weapon charge. This attack also stuns the enemy to a degree. The jumping version is like the standing version. ****************************** Crouching Long Distance ****************************** CrRW -- Crouch Rifle Temjin crouches and shoots out 4 bolts at the enemy. They are pretty fast and have good upwards acceleration. This attack is useful for both air and ground combat, but not longer has the obscene homing abilities it used to. All in all a good pressuring attack. CrLW -- Rolling Grenade Temjin crouches and chucks out a grenade to his right side. When the grenade hits the ground it rolls a small distance before exploding. This allows it to roll over obstruction to the other side (thereby hitting hiding VRs). CrCW -- Crouch Sword Beam Temjin does a crouch slice and the beam comes out low off the ground. Other- wise it is like a standard sword beam. CrLTRW -- Crouch Strip Gun Temjin crouches and fires off of a crouching strip shot. Much like the stand- ing variant. CrLTLW -- Crouch Grenade Temjin throws off a crouching grenade that travels horizontally along the ground and homes somewhat at the enemy. It does a small amount of damage on contact. CrLTCW -- Crouch Vertical Wave A crouching variant of the LTCW. CrRTRW -- Crouch Laser This is a crouching variant of the laser. It does less damage but also takes off less weapon charge as a result. CrRTLW -- Crouch Grenade Temjin throws off a crouching grenade that travels horizontally along the ground and homes somewhat at the enemy. It does a small amount of damage on contact. CrRTCW -- Crouch Horizontal Wave Temjin crouches and throws off a horizontal wave. It takes off less ammo gauge but stuns less as well as doing less damage. ****************************** Dash Weapon Attacks ****************************** --Forward Dash RW -- Big Two Temjin dashes forward and unleases two big beam shots at the enemy. This is his best dash attack as the shots come out very fast and have good V. Armor penetration. They also do quite a bit of damage on impact. If the enemy is at an acute angle, only one of the shots will hit due to Temjin's rotation speed. This attack drains the ammo gauge quite a bit and successive uses of the forward dash attack leads to redline. The crouching variant of this does less damage as well as has less V. armor penetration. The air dash variant of this is very much like the standard dash variant. LW -- Forward Bomb Temjin dashes forward and chucks a bomb at the opponent. Due to the speed of Temjin, he will pass through the bomb explosion radius at the end of the dash. This is a good attack when you need to save RW ammo and can also end up ob- scuring enemy view of your VR. Lighter VRs caught in the air of this blast will fall down. The crouching variant of this attack throws the bomb in a shallower arc. Temjin does not really crouch when throwing the bomb. The air dash variant throws the bomb further (probably because you are higher in the air). Regardless, this variant flies further toward the enemy, but is as a result harder to hit an enemy close to the dash. CW -- Sword Beam Temjin dashes and then swings his sword to emit a sword beam. This attack is not very damaging but can cancel out other attacks. The crouch and air dash variants are not very different. --Side Dash RW -- Side 4-Shot Temjin dashes sideways and unleashes 4 shots at the enemy. Unlike the Big 2, these shots do much less damage and have less speed and penetration. Given a choice between this and the Big 2, the Big 2 should always be used. The crouch variant has Temjin ducking lower (almost enough to go under lasers) while firing the standard 4-shot. The air dash variant does not fire as fast, but the shots seem to home in on the enemy a bit more. LW -- Side Bomb Temjin chucks a bomb of to his side in the direction (or on) the opponent. The crouch variant goes a bit further, but is lower to the ground while the air dash variant is very much the same as the standard dash. CW -- Sword Beam Temjin dashes sideways and emits a sword beam. There is no real difference between this variant and the crouch and air dash versions. --Back Dash RW -- 3 Big Shots Temjin dashes backwards and unleashes 3 big beam shots at the enemy. These shots do not penetrate as much V. Armor as the big 2 or the side dash, but do a little more damage then a side dash shot. These shots move slowly. The crouch variant only fires 2 of these shots. The air dash variant is the same as the standard dash variant. LW -- Grenade Temjin drops a grenade behind him. The crouch version goes further as the grenade skims the ground until it hits something. The air dash version is like the standard dash version, CW -- Beam Sword Temjin throws a wave behind him. This can be used as a shield for oncoming projectiles. The crouch and air dash variants are the exact same. ****************************** Close Combat Weapons ****************************** RW -- Sword Poke, Sword Bash Temjin pokes forward with his sword/gun and then does a sideways type bash with it as his second attack. The speed of the attack is no longer as fast as it once was, but still has a good amount of priority to hit oncoming enemies. Knockdown occurs if both attacks hit. LW -- Sword Slice, Sword Slice Temjin slices two times with his sword. It is a relativily fast attack with good damage potential. Temjin starts the slice on the left slice and then goes for a right slice on the second hit. CW -- Big Sword Slice Temjin steps into the enemy for a huge sword slice that takes off a lot of enemy health. The attack is very impressive and starts from left to right. It has good range and arc in front of it. Because of the range that Temjin has with his sword, he can also slice through obstructions to get at VRs on the other side. CrRW -- Low Poke Temjin ducks and pokes upwards with his sword. It has good speed, almost on part with his standard poke. While damage is somewhat low, it is a crouch attack and a relatively fast one at that. CrLW -- Low Kick Temjin crouches and does a low kick (kind of like Chun Li's low RH). It does a bit more damage then the CrRW but is slower by a bit. CrCW -- Crouch Slice Temjin crouches and slices his sword while moving forward. This is a good combo to do after canceling the standing CW. The damage is good and Temjin swings from left to right. RTRW -- Somersault Sword hit Temjin somersaults in the air and comes down with his sword. There is little forward movement with this attack and thus will only hit close up front and possibly to the side. RTLW -- Shield Bash Temjin's shoulder glows blue and he swings it forward like a shield. The range of this move is extremely short. RTCW -- Spinning Slice Temjing spins around and slices with his sword. This move does more damage then a standard attack, but can not be cancelled and is somewhat slow. This is because Temjin spins before slicing. Dash RW -- Right Side Strike Temjin swings on his right side to hit the enemy. This move does a good deal of damage and has good range in comparison to other dash CC attacks. Dash LW -- Left Side Strike Same as above except to the left side. Dash CW -- Overhead Swing Temjin swings his sword in an overhead manner at an enemy in front of him. This move does more damage then the other dash CC attacks but also has no arc with which to hit the enemy Ground Hit Temjin pokes his sword at a fallen enemy. It does a good amount of damage and is relatively fast to come out. ****************************** Specials ****************************** Gliding Ram -- Jump, Forward Dash, CW (AW Full) Temjin gets on his sword which turns into a surf board and homes in on the enemey. He is vulnerable to damage at this time and can get knocked off if enough damage is done. All weapons need to be at full charge. Spinning Sword -- [In CC Range] Rotate, CW (CW Full) Temjin pulls out his sword and spins around like a top homing in on the enemy. This move does a lot of damage but can be blocked and comes out slowly. It is good to use on landing enemies or as a surprise. ################################## # B. APHARMD BATTLER ################################## ** Background ** This is VOOM's Apharmd. He now carries dual SMGs instead of a shotgun and has a variable grenade. ** Notes ** Battler has changed somewhat between the two Virtual Ons. While he still has his trademark tonfers, his switch in weaponry has a good and bad aspect. The much maligned shotguns have been swapped with SMGs. These weapons allow him to now pressure the opponent with a steady stream of bullets. However, the damage and armor penetration of this weapon is extremely low. His bomb has also been changed to either act as a napalm attack or a standard bomb depending on usage. Battler's tonfers not have more range as well as increased speed. Sadly, they are still not on par with Temjin's sword range or speed. However, Battler now has THE single most damaging attack, even more so then Raiden's lasers. The turbo variants of the tonfers also allow for stun tornados making Battler even more dangerous at close range. ****************************** Long Range ****************************** RW -- SMG Battler fires off his right SMG. A stream of bullets home toward the enemy. The weapon does minimal damage and has almost no armor penetration. It also empties the gauge quite quickly. Yet, it is a good pressuring weapon at medium to short range or when the enemy has no V. Armor left. The jumping version is like the standing version. LW -- Napalm Battler drops on his left side a napalm charge which sets off a column of explosions that proceed forward. This can cover Battler from projectiles if he dashes along it. Each explosion does a small amount of damage, but due to the nature of the napalm, and enemy can be hit multiple times. It also works well in going through obstructions. The jumping version is like the standing version. The napalm explosions begin at where Battler's feet would be. CW -- Tonfer Ring Battler swings his tonfers and two rings spin out and home in on the enemy. They do a small amount of damage and cancel out projectiles. It should also be noted that Apharmd no longer moves forward when he does this move. The jumping version is like the standing version except that the rings spin in a vertical manner. LTRW -- Strip SMG Battler shoots both SMGs and 2 streams of blue shots home in on the enemy. The shots are fast and home well. Each bullet strips off a small amount of V. Armor and an entire stream can nullify up to 50% of the enemy's V. Armor. The jumping version is like the standing version. LTLW -- Bounce Bomb Battler shoots out two bomblets from his chest which bounce at a fast rate toward the enemy. Upon contact with an enemy or an obstruction, they turn into a pillar of fire. Low homing capability, but V. Armor stripping is decent. The jumping version is like the standing version. They essentially fly out high enough and far enough that they do not need to bounce anymore. LTCW -- Fast tonfer Battler fires off one ring. It homes well and can knockdown lighter VRs or from successive hits. Damage and V. Armor stripping is minimal, but because it doesn't eat a lot of ammo gauge, quite a few rings can fill the screen. The jumping version is like the standing version. RTRW -- Twin SMGs Battler stands still and empties his entire gauge at the enemy. The shots home decently and ignore V. Armor. Upon contact, they explode dealing damage to the enemy. This attack has merits in that it ignores V. Armor, but few enemies will stand still long enough for the entire stream to hit them. As a result, it is not the best attack to use on a full gauge. The jumping version is like the standing version. Battler fires off what seems to be bursts, but are strung very close together. Damage is about the same as well. RTLW -- Soccer Punt Battler takes out a grenade and punts it at the enemy. The grenades flies pretty far, but does not home very well. However, it has the ability to knock down any airborne VR as well as medium VRs on the ground. The move takes up all of the ammo gauge and is not usable at close range because of its initial upwards arc. Battler jumps in the air and kicks the grenade in a downward manner. It strikes the ground at about 250-300m before bouncing toward the enemy. It will explode after the second bounce. As with the standing variant, this is not very good at close range. Also, because the grenade bounces, it is possible for an enemy to go under the bounce to avoid the hits. RTCW -- Tornado Battler spins his tonfers and creates a vertical tornado that homes in on the enemy. It dissipates upon hitting an obstruction but otherwise continually homes in on the enemy. Upon impact, it will stun the enemy allowing any followups Battler has in store for them. The jumping version simply spins out 2 rings that do more damage then the standard version. ****************************** Crouching Long Distance ****************************** CrRW -- Crouching SMG Battler crouches and shoots out a steady stream of bullets. This attack is faster then normal and has a bit of homing capability. CrLW -- Side Napalm Battler drops the napalm bomb further to his side. CrCW -- Tornado Battler crouches and creates a tornado that homes after the enemy. This tor- nado travels for a good distance and dissipates if it hits an obstruction. It stuns the enemy allowing for follow-up attacks as well as damaging them initially. This is a great attack that pressures the enemy. CrLTRW -- Crouch Strip SMG Battler crouches and fires off some strip shots at the enemy. Only one stream seems to go at the enemy. CrLTLW -- Crouch Chest Grenade Battler crouches and fires off two bomblets at a horizontal trajectory. They explode at 300m and take off some V. Armor on impact. CrLTCW -- Knockdown Hurricane Battler shoots out a slow hurricane that homes in on the enemy. This move does not drain a lot of ammo and is very good at homing in on the enemy. It also will knockdown lighter or damaged VRs. CrRTRW -- Crouch SMG Battler fires off 1 stream of the RTRW variant. Can not be cancelled but ends earlier with more ammo gauge remaining. CrRTLW -- Crouch Grenade Battler throws a grenade that bounces toward the enemy at a rapid rate. This grenade homes in on the enemy and does a lot of damage if it hits. CrRTCW -- Crouch Stun Tornado A crouch variant that stuns the enemy on contact. ****************************** Dash Attacks ****************************** --Forward Dash RW -- Dual SMGs Battler dashes forward and fires both his SMGs at the enemy resulting in a stream of ammunition flying at the enemy VR. The attack uses up a good amount of the ammo gauge (or as much as is left if close to redline). It still suffers from V. Armor deflection, but due to Battler's fast forward dash, you can quickly close the distance and some of the shots will penetrate. The crouch variant fires much less shots then the standard variant. The air dash variant explodes to do a bit more damage, but only if the shots are not deflected by the V. Armor. LW -- Grenade Battler drops a grenade much like Temjin's. It's affects are very much like a standard bomb and creates a spherical explosion on the ground. Damage is minimal, but it can provide a small amount of defense. The crouching version goes a shorter distance while the air dash version goes a slight bit further due to the height that Battler is at when he drops the grenade. CW -- Tonfer Ring Battler swings the tonfers to create two rings that home very well at the enemy. Damage is minimal, but as they are energy attacks, they ignore V. Armor as well as cancel out incoming projectiles. The crouching version of this is very important for Apharmd to use. It creates a stun hurricane that is very much like the RTCW version. It is useful for catching enemies and then doing a followup hit. Unfortunately, it only goes a certain distance before disipating. The air dash version shoots off a vertical version of the tonfer rings. --Side Dash RW -- SMG Battler dashes sideways and unleashes a spread of SMG shots. It is very much like the forward dash except that there is a higher chance of hitting due to the spread that occurs. Otherwise, a forward dash attack is a better choice. Apharmd does a roll and fires off less shells then the standard dash version. The air dash version explodes on contact but only on V. Armor penetration. LW -- Napalm Battler dashes sideways and drops a napalm canister toward the opponent. This induces a row of explosions going toward the opponent. It doesn't do that much damage and unfortunately is not very good as a defensive measure. The crouch and air dash variants are much like the standard dash variant. CW -- Tonfer Ring Battler swings his tonfer and lets loose 2 rings. The attack is the same as that of the forward dash. It can be a good defensive countermeasure. The crouch variant causes a stun hurricane that dissipates after some time. The air dash variant throws off 1 vertical ring. --Back Dash RW -- SMG Stream Battler turns around and fires a single stream of SMG shots at the enemy. Damage and V. Armor penetration is about the same and possibly lower then the standing variant. The crouch version fires 2 shorter streams at the enemy. The air dash version penetrates less V. Armor then the standard dash variant. LW -- Bounce Grenade Battler turns around and throws a grenade the bounces along the ground toward the opponent. It has slight homing abilities and explodes like a grenade. The crouch variant simply throws it out and lets it explode without bouncing. The air dash variant is like the crouch variant. CW -- Rings Battler flips and throws out a tonfer ring behind him. The crouch variant unleashes a stun hurricane while the air dash variant is like the standard dash variant. ****************************** Close Combat Weapons ****************************** RW -- Arm Bash, Arm Bash, Gun Poke/Punch Battler raises his right arm and bashes the enemy. He reverses the hit for a second attack and then punches forward for the third hit. Overall, these attacks have decent priority and are probably his fastest series of attacks. Damage is low per individual hit, but can be devestating should all three hit. The attacks don't stun, so continuation is very unlikely. Cancelling the first hit for repeated attacks is a good use of this move, with occasional second hit chains to stagger the speed of attack. LW -- Tonfer Slice, Tonfer Slice, Roundhouse Kick Battler slices with his left tonfer, then his right tonfer, and finally swings around a roundhouse kick to knockdown the opponent. This first swing is relatively fast, but the others are somewhat slower. Lighter VRs can get knocked down after the second slice. The range on the attack is better then the arm bash and also covers the sides which is useful in hitting Q-stepping VRs. CW -- Tonfer Slice, Tonfer Slice Battler slides forward and swings his left tonfer and then right tonfer. This is THE most damaging attack in the game and guarantees a knockdown after the first hit. There is a slight gap in between tonfer swings and some VRs can interrupt the second swing. Due to the long activation distance, Battler can slide in and attack a VR from almost 150m. However, due to Battler's straight slide, some VRs can "sidestep" the attack and cause Battler to miss. Also, the tonfers while longer then in VOOM are still somewhat short in range and Battler tends to miss more often then not/ CrRW -- Sweep Kick Battler ducks and sweeps his enemy's feet. A fairly fast attack and hits from the rightside inward. CrLW -- Low Left Tonfer Battler ducks and swings his left tonfer in a slightly upward direction. Hits from left to right and has decent speed. CrCW -- Crouching Tonfer Battler slides forward and swings both tonfers low. This is a crouch move and thus unguardable. The attack is slow, but does a good amount of damage when a hit occurs. RTRW -- Roundhouse Kick Battler swings his right leg in a roundhouse kick. A fast attack that has wow factor because it causes the opponent to flip in the air on contact. RTLW -- Flip Kick Battler flips in the air and brings his left heel down on the enemy. This attack only hits in the front and is somewhat slow to come out. I have not been knocked out of the hit, and may have also gone over a crouch attack with it, so it seems like a decent move despite the lack of hit area. RTCW -- Uppercut Tonfer Battler slides in and uppercuts with both tonfers. This move can hit jumping VRs at the beginning of their jump. It does a decent amount of damage and can catch VRs that attempt to jump out of Apharmd's CC attacks. Due to the long activation distance of Apharmd's tonfer, sometimes attempting to do a stun tornado can do this move so care should be taken. Dash RW -- Dashing Right Tonfer Battler strikes out with his right tonfer to hit the enemy. Not much range but a lot of damage on a successful hit. Dash LW -- Dashing Left Tonfer Much like the above but with the left tonfer. Dash CW -- Dashing Forward Tonfer Battler brings both tonfers down in an overhead hit. Does a lot of damage on successful contact but lacks range and arc. Ground Hit Battler attempts to strike the enemy with his right tonfer in a ground attack. This attack is only good if you can hit the instant the enemy falls because it takes awhile to come out. ****************************** Specials ****************************** Flying Kick -- Jump, Forward Dash, CW (CW Full) Battler jumps in the air, dashes forward and executes a flying jump kick at the enemy's head. This move goes straight forward and does a lot of damage. Despite the small hit area, it is a good attack for an enemy running away from you. This flying kick can also be used as a quick escape as well. Power Up -- Double Jump, CW Battler double jumps and then comes down with a glowing disk around his feet. In this mode, his weapons recharge faster and he moves faster. Damage is also increased along with V. Armor penetration. This mode only lasts for about 10 seconds and can only be done once per credit or challenger. ################################## # C. CYPHER ################################## ** Background ** Cypher has not changed much from his VOOM Viper counterpart. His armor is still very paper thin and the VR still excels over other VRs in the air ** Notes ** With the inclusion of V. Armor into the game, Cypher's vulcan is no longer nearly as good as a pressuring weapon. It suffers from about as much V. Armor deflection as Apharmd B's SMGs. Cypher now has daggers instead of 7-way missiles. This weapon functions in almost the same manner but no longer seem to have the same amount of knockdown ability. The homing beam is pretty much the same weapon as before. As noted above, Cypher excels in the air. It is the only VR to be able to launch two attacks during an air dash as well as engage in air dash CC. How- ever, the SLC has lost both its homing ability and its invulnerability. To make up for this, Cypher gains a jet mode in which it can fire its weapons while staying in the air above the enemy. ****************************** Long Range ****************************** RW -- Vulcan Cypher fires his vulcan shooting out quite a few bullets. Damage is minimal, but it does start to strip V. Armor on contatct. There is not very much V. Armor penetration, but after a few hits, enemy V. Armor will have depleted enough for the weapon to start doing damage. Cypher jumps in the air and fires off 3 streams at the enemy. The two side streams go a bit low and angle to the side while the middle one goes high and toward the middle creating a type of triangular stream of fire. As a result, it is possible for an enemy to stand such that the streams will fire above and top its sides. LW -- Daggers Cypher shoots off 5 daggers in a spray. They home somewhat and stick out of the enemy VRs while they drain energy. There may also be a small amount of slowing down the enemy. Damage is decent and there is also a small amount of V. Armor stripping. Cypher can also rotate back and forth while firing the daggers to cause them to go off at odd angles making the weapon harder to dodge. Cypher jumps in the air fires off 5 daggers that home toward the enemy. This attack will almost totally miss enemies at long range (only 1 dagger will hit) while it is very devastating if Cypher is above them (all 5 have a good chance of hitting). CW -- Homing Beam Cypher shoots out a ball of energy that homes in on the enemy at fast speeds. This is one of the better if not best homing weapons in the game. It does decent damage and has knockdown capability. The homing weapon is great as the end result of a vulcan / dagger combo. The jumping version is like the standing version. LTRW -- Strip Vulcan To add to Cypher's already impressive V. Armor stripping capability, this attack does no damage, but strips off quite a bit of V. Armor. These bullets do fly slower. The jumping version is like the standing version. LTLW -- Fast daggers Cypher launches a set of 3 daggers that home in on the enemy. They do less damage and strip of a bit of V. Armor. Because these weapons do not drain the ammo guage very much, it is possible to launch two sets of these daggers out in consecutive order. The jumping version is like the standing version. LTCW -- 4-Way Beam Cypher splits his homing beam in 4 rays that branch out before coming back in on the target. They do a decent amount of damage should all 4 beams hit the target. This attack also has a selective fire mode which is useful in harrassing the target because you can quickly recharge for another shot. The jumping version is like the standing version. RTRW -- Laser Beam Cypher plans itself and shoots a straight laser beam from the vulcan. This attack is extremely fast and does a good deal of damage. It also cancels out incoming projectiles. You can also fire this multiple times as the shot does not take a lot of ammo. The jumping version is like the standing version. Jumping also gives a better chance of hitting due to rotation. RTLW -- All Daggers Cypher fires out 7 daggers on the enemy. This attack redlines the ammo guage but causes a great deal more damage. The jumping version is like the standing version. RTCW -- Exploding Homing Beam Cypher fires off a homing beam that arcs toward the enemy before exploding like a bomb. This attack does a decent amount of damage, but otherwise there are better uses for the CW. The jumping version is like the standing version. ****************************** Crouching Long Distance ****************************** CrRW -- Crouching Vulcan Cypher crouches and fires some vulcan shots. These come out a bit faster and can be used to change timing on standard attacks CrLW -- Crouching Daggers Cypher ducks and shoots out a series of daggers. They exit the launcher fast- er then standard daggers, but otherwise have the same capabilities. CrCW -- Crouching 4-Way Homing Beam Cypher crouches and 4 small homing beams come out of his chest to converge on the enemy. CrLTRW -- Crouch Strip Vulcan This variant fires off faster shots then the standing variant but strips off less on contact. CrLTLW -- Crouch Fast daggers This variant seems to home in on further enemies more as the daggers all bunch up very quickly. It means that after a certain distance all or none will hit. CrLTCW -- Crouch Homing Beam Cypher fires off a crouching small homing beam that travels horizontally along the ground. CrRTRW -- Crouch Laser Cypher fires a crouching version of the laser. This variant takes off a bit more ammo. CrRTLW -- Crouch All Daggers A crouching variant of the RTLW. CrRTCW -- Crouch Exploding Homing Beam Cypher fires a low variant of the RTCW. ****************************** Dash Attacks ****************************** -- Forward Dash RW -- Dash Vulcan Cypher dashes forward and unleashes a stream of bullets at the enemy. They have a bit more V. Armor penetration and do a bit more damage. The crouch and air dash variants are not much different. LW -- Dash Daggers Cypher dashes forward and unloads 5 daggers at the enemy. The daggers do a bit more damage then normal but otherwise are the same as standard daggers and go in a straight line toward the enemy in an attempt for more to hit. The crouch and air dash variants are not much different. CW -- Forward Dash Homing Beam Cypher dashes forward and unloads a homing beam in a straight line toward the enemy. There is no arc on this shot and thus the homing beam will hit enemies directly in front of it. However, this means that it can not go over obstructions. The crouch variant is completely low to the ground while the air dash variant fires at a downward angle before gliding along the ground to hit the enemy. -- Side Dash RW -- Dash Spread Vulcan Cypher dashes and unloads a spread of bullets. They do less damage and have less V. Armor penetration then the forward dash Vulcan. However, due to their spread-like nature, there is a higher chance of some of the shots hitting. The crouch variant is like the standard dash. The aerial variant also has a row of shots gliding along the ground. LW -- Dash Daggers Cypher dashes sideways and fires 5 daggers. They are very much like the forward dash daggers. The crouch and air variants are very much like the standard variant. CW -- Side Dash Homing Beam Cypher fires off a homing beam which has a slight arc. As a result, close VRs will not be hit by it. The crouch variant glides lower to the ground. The air dash variant is a four-way homing beam. It does not have selective fire capabilities. -- Back Dash RW -- Single Vulcan Cypher fires off a single vulcan stream at the enemy. The crouch and air dash variants are the same. LW -- 3 Daggers Cypher unleashes 3 daggers that home in on the enemy. The crouch and air dash variants are the same. CW -- Homing Beam Cypher fires a homing beam at the enemy. The crouch variant fires a 4-way homing beam with no selective fire. The air dash variant is like the standard dash variant. ****************************** Close Combat Weapons ****************************** RW / LW -- Sword Swing, Sword Swing Cypher swings his sword from right to left and then left to right. This attack can be alternated with a LW / LW, or a LW / RW and vice versa with the RW varaint. The LW variant comes out a bit slower but does more damage then the RW variant. Contact with the sword strips V. Armor (even when guarding) and does a good amount of damage. Cypher's combo attacks may not knock down heavier VRs so care should be taken. CW -- Sword Swing Cypher spins around and swings his sword. The damage is better then either the LW or RW, but is also slower. On a successful attack, the CW will knock down the opponent, making it a good option for getting away from an opponent. CrRW -- Low Sword Cypher ducks and flicks his sword from right to left. A fast attack with decent damage. CrLW -- Low Sweep Cypher crouches and sweeps his opponent with his leg. Has good speed and decent damage for the attack. CrCW -- Low Spinning Sword Cypher spins around and ducks and swings his sword. Damage is good, but the attack takes awhile to develope. The swing goes from the left to right. RTRW -- Front Flipkick Cypher flips and attacks with his right front foot. This is a fast jump kick that contacts a small area in front. There is also no movement during the attack so enemies further then touching distance will be missed. RTLW -- Back Flipkick Cypher flips and attacks with the back leg coming of out of the attack. This attack is slower then the RTRW but has a larger contact area and does a small amount more damage. RTCW -- Spinning Sword Cypher spins around and then swings his sword from right to left. The damage is very good for this attack. Dash RW -- Right Sword Cypher swings his sword in the right arc. It does a good amount of damage on impact as well as stripping V. Armor. Dash LW -- Sword Backhand Much like above except that this is a backhand. Dash CW -- Upward Sweep Cypher sweeps the sword in an upward manner striking in front. No arc, but does more damage then the other dash CCs. Air Dash Attack This variant is like the Dash CW CC and due to its nature can hit an enemy slightly below Cypher as well as in front of Cypher. Ground Hit Cypher jumps a slight amount and swings his sword down. This move does not do a lot of damage and Cypher is probably better off hitting with a laser or some other attack. ****************************** Specials ****************************** SLC -- Jump, Forward Dash, CW (AW Full) Cypher jumps in the air and dives at the enemy in an attempt to ram it. There is a glow around Cypher, but he no longer homes and is invulnerable. As a result, you need to guide Cypher toward the enemy. Upon contact with the ground or taking enough damage, Cypher stops the SLC. Jet Fighter -- Double Jump, Rotate (AW Full) Cypher jumps in the air and transforms into a jet. The jet form lasts for about 10 seconds during which you can fly Cypher around. Dashing hovers Cypher while up and down (forward and back) change the altitude. Turning is done by rotation. While in jet form, Cypher can fire all the weapons and also do a SLC (which ends jet form). ################################## # D. RAIDEN ################################## ** Background ** Raiden returns with pretty much the same arsenal as before. The addition of turbo attacks has given him more range while his stun attacks are extremely helpful for his traps and followup hits ** Notes ** Raiden is very much the same as before. He is still very slow, but well armored. The addition of V. Armor has allowed him to keep up with lighter VRs by shrugging off their attacks. While his bazooka has lost some of its power and homing, the upgrades to his laser make it even more dangerous then before. Because Raiden's V. Armor causes enemy attacks to bounce off, Raiden players can be much more patient then before. However, playing Raiden on a DC pad is a slight bit harder then with twin sticks due to the lack of easy rotation. As a result, guiding his lasers on target is much harder. ****************************** Long Distance Standing ****************************** RW -- Bazooka Raiden still has his original bazooka. The damage has been toned down somewhat and the ammo drain is a bit more. V. Armor has been both a blessing and a curse for Raiden because the bazooka's V. Armor penetration is no the greatest but can still be used as a decent standby. The jumping version is 4 quick bazooka shots that do as much damage as a single bazooka if all 4 hit. LW -- Ground Bomb Raiden retains his ground bomb from before. It slides along the ground in front of Raiden with a slight bit of homing. The ground bomb will explode on contact with a VR or a change in elevation (uphill, structure, etc). The explosion has a bigger radius, and is still a good standby in CC. However, the activation distance has been increased making it harder to get off a G. Bomb at the enemy in CC. The jumping version is an EMP bomb which explodes on contact. V. Armor strip- ping is prevalent. CW -- Laser The laser is Raiden's big gun. Raiden sets himself up and fires two blue beams straight at the the enemy. If there is a hit, lighter VRs will find up to 75% for their energy knocked off. The laser is not much faster in firing and thus "dodging" the laser is harder then before. It also has a selective fire mode in which Raiden can fire either side. This allows Raiden to peek out of build- ings and fire whichever side is useful without wasting all of the charge. Another benefit of the new laser is that it can be cancelled, but only before the laser actually gets fired. Thus, doing a dash or a jump when the panels open, but before the laser comes out is possible. The jumping version is like the standing version. LTRW -- Strip Bazooka Raiden fires off a fast set of bazooka shots that strip of V. Armor. It is not a really good attack, but going with the trend of V. Armor stripping can be useful. However, there are better uses for bazooka ammo. The jumping version is like the standing version. LTLW -- EMP Bomb Raiden drops a bouncing blue mass of electricity that bounces and homes in on the enemy. After contact with the enemy or a certain distance, it explodes much like a grenade. However, enemy projectiles seem to go through the explo- sion with no problems. The bomb explodes after 4 bounces. The jumping version is like the standing version. LTCW -- Laser Cages Raiden fires off a set of lasers that create a tunnel like shell to the end of the arena. If the enemy touches this shell, they will be stunned and take a small amount of damage. This is a good weapon for penning the enemy and then attacking them while they can not dodge. The laser cage also has a selective fire mode in which a smaller area is built. It constructs only one side, but does not take that much ammo. The recharge time is less so two selective fire cages can not be made. However, it is possible to fire off a large cage before the smaller one dissipates. The jumping version is like the standing version. RTRW -- Big Bazooka Shot Raiden fires off either a single or two big bazooka shots that do a good amount of damage. This attack severely drains the ammo guage and fires slow but very good homing missiles. The jumping version is like the standing version. RTLW -- Ground Bomb Variant Raiden drops off a G. Bomb that creates a set of napalm explosions toward the side as it explodes. This allows the G. bomb to be more versatile and if it hits an obstruction can cordon off a side of the arena with napalm explosions for awhile. Raiden jumps and reaches back to create an EMP bomb. It does a bit more damage then the standard EMP bomb attack. RTCW -- Screw Laser Raiden firest two siginificantly larger laser beams outwards. They do about 10-15 % more damage and due to their size also cancel out more incoming pro- jectiles. The jumping version is like the standing version. ****************************** Crouching Long Distance ****************************** CrRW -- Crouching Bazooka Raiden shoots of a series of bazooka shots that streak toward the enemy. They explode at 350m. AS with Temjin they no longer home as well as before, but the explosive nature of the shots causes it ignore V. Armor. Damage is minimal. CrLW -- Low Ground Bomb Raiden drops a fast ground bomb to his side that goes toward the opponent. CrCW -- Crouch Laser Raiden crouches and fires 2 laser beams. They do almost as much damage as standard laser beams but come out a bit wider then the standard laser. The crouch attack has a small gap in the middle of its firing. On top of being a fast crouch attack, the crouch laser can be cancelled into a dash right after firing. This gives Raiden quite a bit of speed after the laser. CrLTRW -- Crouch Strip Bazooka This is the strip variant but explodes after 500m. CrLTLW -- High EMP Bomb This bomb flies further and higher before exploding at about 300m. CrLTCW -- Crouch Cage Much like the standing variant. No selective fire possible. CrRTRW -- Crouch Big Bazooka This fires off either one or two shots that are like the RTRW. They explode after about 500m however. CrRTLW -- Crouch Ground Bomb Variant Exactly like the RTLW standing variant. CrRTCW -- Crouch Screw Laser Crouching screw lasers. ****************************** Dash Attacks ****************************** --Forward Dash RW -- Forward Dash Bazooka Raiden dashes forward and fires off 2-4 bazooka shots depending on the charge left in the ammo guage. This is a damaging attack and has a better V. Armor penetration then the standard shot. The crouch and air dash variants fire off less shots. LW -- Ground Bomb Raiden dashes and lets loose a Ground Bomb that spins toward the enemy and explodes on contact. The crouch version is like the standard version. The air dash variant is an EMP bomb that is relatively fast and has good homing capabilities. CW -- 4 Laser Raiden dashes forward and unleashes 2 shots of 4 lasers from his batteries. Depending on the VR, this move can be extremely damaging. Medium VRs seem to suffer the most because they do not fall down and thus are more likely to take both blasts while light VRs will sometimes fall after the first volley. Because the lasers are an energy weapon, this ensures that nothing will hit Raiden from the front when he attacks in this manner. Raiden only fires off a 4 laser shot but is crouched while doing the crouch CW. The air dash is like the standing variant. --Side Dash RW -- Side Dash Bazooka Raiden unleashes about 9 smaller bazooka shots at the enemy while dashing. V. Armor penetration is pretty low, but there are more bazooka shots so there is a higher chance of hitting. Forward dash should be used if possible. Raiden fires off 5 smaller bazooka shots in the crouch side dash RW. The air dash variant is similarbut fires off 6 shots but at a slower rate. LW -- Ground Bomb Raiden dashes and lets loose a Ground Bomb that spins toward the enemy and explodes on contact. The crouch variant is the same. The air dash variant is an EMP bomb that flies further depending on Raiden's height. LW -- Side Laser Raiden dashes and fires off 4 laser shots consecutively, right battery first, then left, then right, and then left. This attack lasts some time so there is a good chance that Raiden will make contact with at least 1 laser hit if the enemy is in medium range. Damage is somewhat low compared to other laser attacks, but it is a good standby if side dashing. The crouch and air dash variants are like the standard dash variant. However, the crouching variant fires at a slower rate and obstructions can cause less shots to be fired overall. --Back Dash RW -- MIRV missiles Raiden fires off 2 missiles which after 150m explode into 4 small missiles each. The first stage homes a bit better while the second stage does a little more damage and has a better chance of hitting a dodging opponent. The crouch and air dash variants are the same as above. LW -- Ground Bomb Raiden drops a ground bomb which rolls toward the opponent and explodes. The crouch version has a bouncing ground bomb and ricochets off obstructions before exploding. The air dash variant drops an EMP bomb that floats in place after flying about 250m. This bomb will explode when an enemy gets near or after about 5 seconds. CW -- Laser Cage Raiden makes a laser cage as he dashes backwards. This can be selective fired to create a side of the laser cage instead. The crouch version and air dash versions are the same as above. ****************************** Close Combat Weapons ****************************** RW -- Bazooka Swing/Bazooka Swing Raiden swings his bazooka right to left and then one more time from left to right. The time between swings is pretty long and can be interrupted. Damage is decent, but knock-down capability is pretty low. LW -- Double Punch Raiden punches twice with his left first. The first attack is pretty fast, and the corresponding second attack is almost as fast. This is a good attack to start and counter with considering its range is the same as RW. CW -- Electrical Attack Raiden opens up his laser batteries and creates an electrical field in front of him as he moves forward. The attack is pretty fast coming out and has a great deal of priority because of the field in front. However, the activation range is extremely small. CrRW -- Low Swing R->L Raiden ducks and swings his bazooka from right to left. CrLW -- Low Swing L->R Raiden ducks and swings his bazooka from left to right. CrCW -- Bazooka Rolling Pin Raiden puts both hands on the bazooka and hits the VR from below with the side or the bazooka. It almost looks like Raiden is using a rolling pin. The attack is fast and does decent damage. RTRW -- Overhead Smash Raiden raises his bazooka and does an overhead smash on the enemy. The attack is fast and hits in front. RTLW -- Shoulder Ram Raiden attacks with his left shoulder by stepping into the opponent. This is a very fast attack because the attack phase occurs almost immediately. The only disadvantage is that it can not be cancelled and only hits to one side meaning that it can be Q-stepped. RTCW -- Swinging Electrical Attack Raiden swings his laser batteries from left to right in an attempt to hit the enemy. It is pretty fast, but if dodged leaves Raiden to be punished. Dash RW -- Right Swing Raiden swings with his bazooka to hit the enemy. This attack does a good amount of damage. Dash LW -- Backhand Like above but Raiden backhands with the bazooka. Dash CW -- Uppercut This looks a lot like the RW, but Raiden swings the bazooka upwards. It may also hit to the right a small amount. Does more damage then the other dash variants. Ground Hit Raiden raises the bazooka and with both hands hits the enemy on the ground. A relatively fast ground attack, but laser may be a better choice. ****************************** Specials ****************************** Armor Break -- Jump, Start Raiden jumps in the air all his armor flies off. 90% of current health is lost and V. Armor is dropped to 0%. On the good side, Raiden is faster then even Fei Yen Knight, has great dash rotation and dash freeze recovery. Lack of health is a problem, and this special should be done when low on health. ################################## # E. DORDRAY ################################## ** Background ** Dordray is a new version of VOOM's Dorkas. Of all the VRs, Dordray has possibly gone through the largest metamorphosis in terms of weapon capabi- lities. ** Notes ** Dordray now has the heaviest armor in the game in terms of V. Armor penetr- ation. Raiden still can absorb the most damage, but Dordray reflects proje- ctiles much better then Raiden does. Unlike other VRs, Dordray has what can be termed as 4 different weapons. He has the standard RW, LW, and CW, and then also has a series of "Rush" attacks that he employs during a forward dash. Dordray's drill and claw are very good weapons, but because they can be launched in one way or another, care must be taken to make sure that you still have arms are critical moments. His central weapon no longer deals out as much damage as it once did, but still fulfills critical requirements in stunning and being used in the "CD Rush" (see below). On top of all this, Dordray has a special maneuver that makes him 3 times as large and capable of destroying enemies. ****************************** Long Distance Standing ****************************** RW -- Fireballs Dordray uses his claw to shoot out a series of fireballs. They don't do that much damage but seem to penetrate V. Armor better then standard weapons. The jumping variant has Dordray shooting out 3 shots of 4 fireballs each. LW -- Drill Dordray fires off his drill which homes in on the enemy. The drill stays homed on the enemy for a small amount of time before returning to the launcher. When the drill hits, it "drills" into the enemy causing damage. This attack ignores V. Armor and has decent homing ability. However, if the drill is launched, LW CC is not possible. The drill can also go through obstructions (albeit slowly) which makes hiding from it very hard. The jumping version is like the standing version. CW -- V. hurricane Dordray fires what seems to be an orange horizontal hurricane at the enemy. It stuns the enemy on contact for a small amount of time during which you can punish the enemy. This move stuns better then any other VRs stun moves. It also cancels out incoming fire to leave Dordray safe. This move is direct fire and only hits in front of Dordray. The jumping version is like the standing version. LTRW -- Claw Dordray lets loose his claw to home in on the enemy. This weapon is very much like the drill and homes in on the enemy. This attack is great as an addon to the drill and if fired in staggered intervals will most likely cause a successful hit on the enemy. If the claw hits it slows down the opponent as well as shortens their dashes. The jumping version is like the standing version. LTLW -- Fast Drill Dordray shoots of his drill for a split second which goes out and attempts to hit the enemy. This drill is extremely fast and does not stay on the enemy. Instead, it instantly returns to Dordray, during which the ammo guage almost fills up again. It is a good move for annoying the enemy as it does do a small amount of damage. It only goes about 500m in distance. The jumping version is like the standing version. LTCW -- Flame Wave Dodray shoots out a horizontal flame wave at the enemy. It homes very well and is a fast attack. It acts very much like Apharmd B's tonfer rings or Temjin's sword beam. The jumping version is like the standing version. RTRW -- Lava Spout Dordray shoots off a stream of lava at the enemy. It contacts with the enemy or the ground after about 200m. IF it hits the enemy, this attack does a good deal of damage as well as stripping V. Armor. However, its range is somewhat short. Unlike other RT attacks, this attack can be cancelled with a dash or a jump. Dordray jumps in the air and shoots out a single fireball that explodes on contact for good damage. RTLW -- Homing Drill Dodray shoots a drill that flies off for a small amount, then re-orients on the enemy and goes straight at them at a high speed. It is a good attack that does decent amount of damage and is great for hitting enemies during their dash freeze. However, I find that with a constantly moving opponent, this attack is not likely to hit because it takes a small amount of time to get its bearings. It is probably good to switch between this and standard drill to shake up and opponent's timing. The jumping version is like the standing version. RTCW -- Super V. Hurricane Dordray spins around while shooting the V. Hurricane causing it to spiral like a real tornade. This variation seems to home a small amount with its fluct- uation, but will only hit enemies directly in front. This attack is good because it stuns the enemies and deals damage to them. However, should you miss, you are stuck in position for a very long time. The jumping version is like the standing version. You can also rotate slightly to redo your aim. ****************************** Crouching Long Distance ****************************** CrRW -- Crouching FireBalls Dordray crouches and fire fireballs upwards. CrLW -- Crouching Drill Dordray fires a drill straight out in front and at an upward angle. Slight amount of homing, but very fast. CrCW -- Crouching V. Hurricane A crouching variant of the V. Hurricane. CrLTRW -- Crouch Claw This claw fires faster then the standing variant but stays on the enemy for a lesser amount of time. CrLTLW -- Crouch Fast Drill This is a crouching variant fo the LTLW. CrLTCW -- Crouch Flame Wave Crouching variant of the LTCW. CrRTRW -- Crouch Lava Spout This stream goes out further but does not really do damage on the ground in front. CrRTLW -- Crouch Homing Drill Like the standing RTLW but only goes about 500m before returning to Dordray. CrRTCW -- Crouch Super V. Hurricane A crouching variant. Dordray spins sideways instead of vertically. ****************************** Dash Attacks ****************************** --Forward Dash RW -- Forward Fireball This is a very damaging variant of Dordray's fireball attack. On a full guage, it can deal out a lot of damage to the opponent. It also has higher V. Armor penetration then the standard attack. The crouch variant is like the standing variant but with less shots. The air variant fires off single fireballs that explode on contact. The shots are like those of his side dash. LW -- Drill Rush The first of Dordray's Rush attacks, Dordray suddenly speeds up during the dash and holds his drill in front while rushing the enemy. Dordray can be steered using rotation and goes a good distance (or contacts enemy) before stopping. This is a good attack mainly because it is fast and can be surpr- ising. Guidance is somewhat hard and hitting the target takes some practice. The crouch and air dashes are both rushes. The air dash may also go downward at an angle. CW -- CD Rush Much like the LW, Dordray rushes toward the enemy. This is called the CD Rush because it seems like a CD is in front of Dordray as it rushes the enemy. This attack does a lot of damage on contact and can be steered somewhat through rotation. Much like above, the air and crouch dashes are almost the exact same as the standard dash variants. --Side Dash RW -- Fireball Spread Dordray launches off a spread of fireballs that fly toward the enemy. V. Armor penetration is lacking as well as damage. The crouch and air dash variants are the same as the standard dash variant. LW -- Drill Dordray launches his drill which chases after the enemy. It does a decent amount of damage and homes well. The crouch and air dash variants are the same as the standard dash variant. CW -- Flame Wave Dordray shoots out 2-3 flame waves at the enemy. They home in and do some damage and ignore V. Armor. The crouch and air dash variants are the same as the standard dash variant. --Back Dash RW -- Fireball Dordray shoots out fireballs at the enemy. Little V. Armor penetration and damage. The crouch variant is the same as above. The air dash variant fires off a 4-leafed fireball much like the forward dash variant. Unfortunately, it does not have the same characteristics. LW -- Drill Dordray fires off a drill at the enemy. The crouch and air dash variants are the same as the standard dash variant. CW -- Flame Wave Dordray shoots out either one or two flame waves depending on the ammo gauge. The crouch and air dash variants are the same as the standard dash variant. ****************************** Close Combat Weapons ****************************** RW -- Claw Swipe, Claw Swipe Dordray swings twice with his claw. First a right to left, then left to right backswing. This is a slow move to begin with and hitting with the second is even slower. Damage is very good, though, so only the first hit should be used before cancelling occurs. LW -- Drill, Drill Dordray swings his drill at the enemy twice. This has shorter activation range then the RW but has a bit more priority due to the drill going forward. Damage is very good as well, but still suffers from being slow. This move knocks down on even one hit. CW -- Claw then Drill Dordray does a double hit that starts slow but ends fast. After a slow start, Dordray quickly swings his claw then drill. Both will hit and do a good amount of damage on the enemy as well as knocking them down. CrRW -- Crouch Claw This move is even slower then his other moves (*gasp*) but is good because it is a crouch variant. However, Dordray is slow enough at CC as it is, a RT attack would probably be better. CrLW -- Crouch Drill Same as above except with the drill. CrCW -- Crouch Twin Attack Dordray gets down and motors at the enemy becoming even shorter. After a small amount of time, he straightens up and bashes from in to out with both arms. Because Dordray is so short, most countermoves may go over him. However, I have missed at 0 range with this move because it take SO long to come out. RTRW -- Crouch Uppercut Dordray does a crouch uppercut that it if hits the enemy is pretty spectacular and damaging. I find this move a slight bit faster then the CrRW and even if it is blocked it will knock down. Because he swings upward he can also hit air opponents (?). RTLW -- Windup Drill This is Dordray's second slowest move. He winds up his Drill in a cartoon like swing before hitting the opponent. Activation time is insanely long and will most likely be interrupted. RTCW -- Dordray Throw Dordray grabs the opposing VR in the head and then smacks it with its drill. This move looks really cool and will grab an opponent even if they are block- ing. However, blocking opponents only take small amounts of damage. Dash RW -- Right Claw Dordray swings his right claw and does a good amount of damage to the enemy. If no claw is present, then no damage is done. Dash LW -- Left Drill Much like above but with the drill. If no drill is present, then no damage is done. Dash CW -- Spinning Drill Dordray throws itself forward spinning behind its drill to hit the enemy in a dash CC attack. This moves goes a good distance and does good damage. Unlike other dash CCs, it can also be guided (slightly) with the rotational controls. If no drill is present it does no damage. Ground Hit (LW only) Dordray hits the ground with its drill. A relatively fast ground attack. ****************************** Specials ****************************** Giant Mode -- Start Dordray grows large and can then attack the enemy. If in giant mode, his RW CC becomes a stomp. Dordray also has increased armor (standard and V. Armor) as well as doing more damage with each hit. If Dordray is hit while growing, the mode is cancelled. This can only be used once per credit or challenger. Mega Spinning Drill -- [In CC Range], Rotate, CW (AW Full) Dordray starts spinning around like a top with his drill on the outside. This is a good CC attack and can be used to hit landing enemies. ################################## # F. FEI YEN KNIGHT ################################## ** Background ** The darling of VOOM, Fei Yen Kn is back with avengeance in VOOT. On top of getting a new cuter look, Fei Yen Kn also has upgraded weapon systems making some of her attacks very powerful. ** Notes ** Fei Yen still has her original hand beam, but this weapon has gone through and enormous upgrade in power. While the walking hand beam is still a stand-by her dash handbeam is capable of stripping up to 20% energy on even heavy VRs. Couple that with her hyper mode and she can quickly turn the tides on the enemy. Her bowgun as been changed with a sword that emits a high power sword beam. Unfortunately, each use of the sword pretty much depletes the sword gauge. The biggest change is with her HeartBeam. It now also explodes on contact making its damage radius much higher. As with before, all of of Fei Yen Kn's weapons have their greatest value in Hyper Mode. However, she is much more dangerous in standard mode, and a Hyper Fei Yen is an opponent to be wary of. Fei Yen Kn is also capable of cancelling many of her LW attacks into other attacks causing a constant stream of damage to occur. ****************************** Long Range ****************************** RW -- Hand Beam Fei Yen's standby weapon, this shoots small pink balls at the enemy. There is not very much V. Armor penetration, but the weapon is useful for harrassing an opponent due to its steady stream and low use of the ammo guage. In Hyper mode, the Hand Beam's color turns golden and does a slight bit more damage. However, it does home a little better as well as have better V. Armor penetration. The jumping variant allows Fei Yen to fire off 3 streams of which two go out to the side. LW -- Sword Beam Fei Yen swings her sword to emit a sword beam. This shot takes quite a bit of ammo guage and does not seem to be able to have two shots on screen at once. Damage is decent as well as homing. In Hyper mode, the sword beam does a very good amount of damage. Much like the hand beam, it has increased homing and speed. The jumping version is like the standing version, but dissipates after about 500m. CW -- Heart Beam Fei Yen Kn shows her love for the other VR by shooting out a giant heart from her chest. It has decent homing and explodes on impact with the enemy. This is her most damaging attack. The Hyper Heart Beam (HHB) is even more dangerous. It is a much faster projec- tile as well as having more homing and doing more damage. On impact, it explodes for a longer amount of time. If the enemy is hit with the HHB, they have small hearts circling around their head for awhile. The jumping version is like the standing version. LTRW -- Strip Hand Beam A faster version of her hand beam which has an arc to it. Strips off V. Armor and can go over some obstructions. In Hyper mode, this strips off more V. Armor. The jumping version is like the standing version. LTLW -- Stun Sword Beam Fei Yen fires off a sword beam that homes in on the enemy and stuns them if it hits them. This attack is pretty fast and homes decently. The jumping version is like the standing version. LTCW -- Fast Heart Beam This is a very fast heart beam that doesn't eat up a lot of weapon charge. As a result, it is possible to fire about 5 or 6 of these at the enemy in rapid order. Homing ability is not very good, but it does a decent amount of damage. The ability to launch a lot of these is somewhat useful. The Hyper mode version of this attack homes better and flies even faster then before. The jumping version is like the standing version. RTRW -- Power Hand Beam Fei Yen launches a flurry of pink shots that home in on the enemy. This attack is capable of doing quite a bit of damage and is very much like her forward dash attack. It penetrates V. Armor very well. In Hyper mode, this is a double shot of the standard hand beam. Seems to do a bit more damage, but nowhere near the change that the other weapons have. The jumping version is like the standing version. RTLW -- Stun Heart Beam Fei Yen draws a heart with her sword that homes in on the enemy. This is one of her slower projectiles and does a small amount of damage. However, it also stuns the enemy allowing Fei Yen to do a more damaging attack to it. It does not stun nearly as long as the LTLW variant. In Hyper mode, it does more damage, but stun time seems the same. The jumping version is like the standing version. RTCW -- Super Heart Beam Fei Yen shoots off a fast Heart Beam in front of her with some homing. It is direct fire and can not be cancelled. If it hits the enemy, it does quite a bit of damage. This attack comes out relatively fast. It explodes on impact. The Hyper version lasts a bit longer and does a lot of damage. The jumping version is like the standing version. ****************************** Crouching Long Distance ****************************** CrRW -- Crouch Hand Beam Fei Yen crouches and unleashes a straight set of hand beams. It has no arc and does not seem very much different from her standard hand beam. There may be a bit more homing to this attack. CrLW -- Crouch Sword Beam Fei Yen unleashes a low version of the sword beam. Damage is a bit lower and homing is a bit better, but otherwise there is no big difference. CrCW -- Crouch Heart Beam Fei Yen ducks and shoots out a heart beam. Very much the same as the original except with less damage. CrLTRW -- Crouch Hand Beam A higher arced crouching variant of the standard LTRW. May go a lesser distance, but can easily arc over many obstructions. CrLTLW -- Crouch Sword Beam A crouch variant of the LTLW. CrLTCW -- Crouch Fast Heart Beam A crouching variant of the LTCW. It seems that the explosion lasts longer. CrRTRW -- Crouch Power Hand Beam A crouching variant of the RTRW. CrRTLW -- Crouch Sword Heart Beam A crouching variant of the RTLW. CrRTCW -- Crouch Super Heart Beam A crouching variant that doesn't do as much damage and also does not home nearly as much. It goes almost straight out in front. ****************************** Dash Attacks ****************************** --Forward Dash RW -- Forward Dash Hand Beam Fei Yen dashes forward and shoots out set of shots much like her RTRW. This attack does a good deal of damage and makes a dashing Fei Yen much more dangerous. The Hyper mode version fires off the RTLW and does a little bit more damage. The crouch variant is like the standard dashing variant. The air dash variant fires at a faster rate. LW -- Dash Sword Beam Fei Yen fires off a sword beam at the opponent. Damage is a bit more then standing sword beam. The Hyper version does more damage. There is no difference between the crouch and air dash variants and the standard variants. CW -- Forward Dash Heart Beam The Heart Beam comes out of Fei Yen in a straight line. It does a bit more damage but does not home as well as the standing HB. It explodes on impact. The Hyper mode variant does more damage and homes much better. The crouch and air dash variants are the same as above. --Side Dash RW -- Side Dash Hand Beam The side dash hand beam shoots out like a standard hand beam. It seems that V. Armor penetration is decreased but this could be mainly because Fei Yen is moving further from the enemy. The crouch and air dash variants are the same as above, but the air dash variant fires at a faster rate. LW -- Dash Sword Beam Much like the forward dash variant, but with less damage. The crouch variant is the same as above. The air dash variant is slower but covers a wider arc. CW -- Side Dash Heart Beam Fei Yen shoots a heart beam with a slight upward arc. As a result, closely dashing VRs have a chance of going under it (or crouch dash attacking under it). Otherwise, it is like the forward dash heart beam. The crouch and air dash variants are the same as above. --Back Dash RW -- 3-Way Stream Fei Yen Kn fires off 3 streams that go forward and to the left and right. There is a slight bit of homing found. The crouch and air dash variants fire off 1 stream at the enemy. LW -- Sword Beam Fei Yen Kn fires off a sword beam at the enemy. It has decent homing capa- bilities. The crouch variant is like the standard dash variant. The air dash variant is a bit wider and does a bit more damage. CW -- Heart Beam Fei Yen Kn fires off a fast Heart Beam to hit the enemy. On contact it explodes. The crouch variant is the same as above. The air dash variant is very slow but homes well making it possible to throw out 2 damaging heart beams at once. ****************************** Close Combat Attacks ****************************** RW -- Sword Slash, Sword Slash FY slashes right to left and then left to right. This is one of the faster attacks of the game but there is a bit of a pause in between slashes. It is better to cancel at the end of the RW and then do a LW to cause almost the same thing to occur. Damage is good, but this will seldom knock down on the first hit (only if enemy is already pretty damaged). LW -- Sword Slash, Sword Slash The reverse of RW, Fei Yen slashes left to right and then right to left. As with above, cancelling after the first slash is a good move. CW -- Sword Slash Fei Yen slashes with her sword from right to left. This move takes a bit long- er to do then the RW/LW CC attacks, but also does more damage as well as knocking over other VRs. CrRW -- Leg Sweep Fei Yen sweeps the enemy's legs out from under it. This is a pretty good move that has decent speed and damage. CrLW -- Crouch Sword Fei Yen ducks and swings her swords at the enemy's legs. This move is about the same as the CrRW and does about the same amount of damage. CrCW -- Leg Sweep Fei Yen sweeps the enemy's legs out from under it. It is a bit slower then the CrRW but does better damage. RTRW -- Slap Fei Yen slaps the opposing VR knocking it down. This move is funny to watch and will knock down no matter what. One of Fei Yen's fun finishing moves to do. It is pretty fast and does decent damage. RTLW -- Butt Ram Fei Yen turns around and hits the opponent with her butt. Hearts come out on contact. Another one of Fei Yen's fun move. This move is pretty fast and does decent damage. RTCW -- Somersault Kick Fei Yen flips and kicks the opponent. Kind of a let down after the ludicrous- ness of the RTRW and RTLW, but this move does good damage as well as being fast. Dash RW -- Right Swing Fei Yen Kn swings her sword to the right side. The amount of contact area is very small due to the small size of her sword. Damage is good. Dash LW -- Left Swing Much like above but to the left side. Dash CW -- OVerhead Fei Yen Kn swings her sword in an overhead manner to do a lot of damage to any enemy she hits in front of her. Ground Hit Fei Yen Kn pokes at the enemy on the ground with her sword. It is fast and does a good deal of damage. ****************************** Specials ****************************** Manual Hyper Mode -- Start Fei Yen goes into hyper mode. She will drop to below 50% life. The drop seems to be random and can go as low as 25%. During this mode she moves faster, has less dash freeze, and her weapons home and do better damage. This only occurs once per turn and can happen if Fei Yen drops below 50% through enemy damage as well. ################################## # G. BAL Series ################################## --Background The Bal series is composed of Bal Bados, Bal Keros, and Bal Baros. These are all the same VR, but are just names for their ground, space, and water versions. Bal Bados is a direct offshoot of VOOM's Bal Bas Bow and keeps many of his mines and laser weapons. --Notes-- Bal Bados is an upgrade to the Bal Bas Bow series. He still has the Bal Bas Bow type mines, but this new Bal VR can eject both his legs and arms in an attempt to hit the enemy with their homing capabilities. The Bal series has a weapon called the Ejectable Remote Lancher which can be changed in midflight to allow Bal Bados to damage his enemies in many different ways. He can also change his ring lasers and mine techniques making Bal Bados a hard VR to pilot and learn. However, a good Bal Bados pilot can create problems many other VRs can't even begin to do. ****************************** Long Range ****************************** RW -- Ring Lasers Bal Bados shoots some ring lasers from his right arm. They do decent damage and have great V. Armor penetration. Unfortunately, despite their energy type weapon, they do not cancel out incoming shots. Bal Bados can fire off about 10 of the rings before redlining. The jumping version is like the standing version. LW -- Mines Bal Bados drops a mine with each fire of this weapon. These mines hover in the air and home in on the enemy. They have very good homing and can come in from behind or from the front. Their damage is good and they ignore V. Armor. Bal Bados drops 4-6 mines (depending on the ammo left) when jumping in the air. CW -- ERLs Bal Bados ejects his arms that become laser bits and rush over to the enemy before firing 8 blasts of lasers. These lasers are slightly damaging, but if all hit, then they can quickly add up. Furthermore, since they home toward the enemy, Bal Bados can launch them and then move off while the bits harry the enemy. Unfortunately, Bal Bados can not do an attack activities while using the CW due to a lack of his arms. There is a selective fire mode in which only one side will attack. The jumping version causes the 2 ERLs to fly out and fire a laser straight ahead. After about 1 second, they converge on the VR. If they hit, the stun for a small amount as well. By this time, Bal Bados is usually on the ground. LTRW -- Launch / Return Right Arm ERL Bal Bados launches / returns his right arm as an ERL. See specials for more details. The jumping version is like the standing version. LTLW -- Launch / Return Left Arm ERL Bal Bados launches / returns his left arm as an ERL. See specials for more details. The jumping version is like the standing version. LTCW -- Twin Laser Bal Bados fires off a twin laser at the opponent. Damage is decent, but laser exits somewhat slowly. This is a direct fire weapon only. It is also capable of selective fire and can be cancelled into a dash relatively easily. The jumping version is like the standing version. RTRW -- Tracking Laser Bal Bados shoots off a twisted laser in front of him. IF a lock-on exists on the enemy, the laser will stop, turn into a ball and redirect as another twisted laser toward the enemy. Its tracking is decent and thus is can hit standing opponents off screen. However, an actively dodging opponent will cause this move to miss. Bal Bados jumps and shoots out 6 rings in a spread in front of him. They home in on the enemy. RTLW -- Big Mines Bal Bados unleashes a series of rectangular mines which home in on the enemy. They do a bit more damage then standard mines. Bal Bados creates 4 mines in a spread that home in on the enemy. They do a bit more damage then standard mines, but look no different. RTCW -- ERLs Bal Bados ejects his arm and legs to fire lasers at the enemy. This is like the CW version except the arms and legs also go off to attack the enemy. There is a selective fire mode in which only one side will attack. Bal Bados jumps and ejects both his arm and leg ERLs which fire straight a laser straight ahead. The laser does not converge on the enemy. ****************************** Crouching Long Range ****************************** CrRW -- Crouching Ring Laser Bal Bados crouches and shoots off some ring lasers at a small upward angle. The ring lasers reorient after a small distance and become like standard ring lasers. This move fires the rings a bit faster then the standing variant. CrLW -- Bouncing Spike Mines Bal Bados drops some spikes out which bounce toward the enemy. These spikes re-orient at each bounce allowing them to turn up to 90 degrees per bounce. They do decent damage and are good version of mines to put out. CrCW -- Ray From Above The bits fly out toward the enemy and create a laser hut above and onto the enemy. They keep firing for some 5 seconds before returning. This attack does no damage to Bal Bados so after this, Bal Bados can run in to get some cover from any enemy counterattack. CrLTRW -- Launch / Return Right Thigh ERL Bal Bados launches / returns his right thigh as an ERL. See specials for more details. CrLTLW -- Launch / Return Left Thigh ERL Bal Bados launches / returns his left thigh as an ERL. See specials for more details. CrLTCW -- Crouch Laser A crouching variant of the LTCW. Selective fire is possible. CrRTRW -- Crouch Leg Ring Laser Bal Bados sticks out his right leg to shoot off a ring laser. It is decent in damage. CrRTLW -- Crouch Big Mine Bal Bados sticks out his left leg to shoot off a big mine at the enemy. This mine does very good damage. CrRTCW -- Crouch Reflect Laser All 4 ERLs eject to fire off lasers which reflect at a certain distance toward the opponent. Damage is decent. This has a selective fire mode in which only 2 laser (1 side) are fired. ****************************** Dash Attacks ****************************** --Forward Dash RW -- Slinky Lasers Bal Bados fires off a set of ring lasers which act like a slinky as they home in on the enemy. Damage is decent and possibility of knockdown is very high if all the lasers hit. The crouch variant is the same while the air dash variant simply fires off ring lasers at the enemy. LW -- 1 Big Mine Bal Bados fires off a slimmer version of the big mines that home in on the enemy and do good damage. The crouch and air dash variants are the same as the standard dash variant. CW -- ERLs Bal Bados fires off his arm ERLs which go above the enemy and fire down lasers at the enemy from above. Very much like the standing CW variant. Selective fire is possible. The crouch variant has the ERLs become energy claws and they attempt to catch the enemy between the two claws. Selective fire is possible. The air dash variant ERLs stay near you and fire off the laser blasts from long distance. Selective fire is possible. --Side Dash RW -- Ring Laser Bal Bados fires off a single stream of ring lasers at the opponent. They home decently. The crouch variant and the air dash variant fire off 3 streams of ring lasers at different angles. Homing on these shots is lower. The air dash variant also shoots off 1-2 rings below the shots to hit the ground below Bal Bados. LW -- Mines Bal Bados unleashes about 8 mines (depends on ammo gauge) at the enemy. These mines fly around attempting to home in on the enemy. The crouch variant drops the boucning spiky mines instead of standard mines. The air dash variant drops standard mines. CW -- ERLs Bal Bados ejects his arm ERLs to fire lasers. Selective fire is possible. The crouch variant is a bit different. The right ERL will fire lasers while the left ERL fires off mines at the enemy. Once again, selective fire is possible so that you can choose what to fire. The air dash variant is like the standard dash variant. --Back Dash RW -- Ring Lasers Bal Bados fires off a single stream of ring lasers at the enemy. The crouch variant fires dual streams of ring lasers. The air dash variant is the same as the standard dash variant. LW -- Mines Bal Bados fires off a stream of mines behind him. The crouch variant fires off the spiky mines while the air dash variant fires off 2 streams of mines. CW -- ERLs Bal Bados ejects both arm ERLs to fly above the enemy and cause a lot of explosions to occur. It does not seem to do any damage however. Also the ERLs are stuck in place after firing for about 5 seconds during which the explo- sions occur. The crouch variant causes the 2 ERLs to face each other at a low level and create a laser between the two. They then attempt to clothesline the enemy. This move knocks down the enemy, but can be easily jumped over. The air dash variant is like the standard dash variant. ****************************** Close Combat Attacks ****************************** RW -- Arm Energy Bars Much like Apharmd B's tonfers, Bal Bados creates two energy bars and slices the enemy with them. A very fast move with decent damage. LW -- Claw Bal Bados creates an energy claw that spins and drives it into the enemy. This move stays out for awhile and can catch incoming enemies as well as over- zealous enemies that drop their guard to early to counterattack. CW -- Dual Claw Much like the LW, but with two claws. Hits in a better arc and better damage. CrRW -- Crouch Right Energy Bar Bal Bados creates an energy bar with his right arm and swings it low. Fast and decent damage. CrLW -- Low Claw Bal Bados creates an energy claw with his left arm and hits low. CrCW -- Low Dual Claw Same as CrLW but with 2 claws. Does more damage. RTRW -- Tekken Bal Bados drops off his right ERL which then slams into the enemy for a lot of damage. There are a lot of things that can be done with the Tekken. RTLW -- Energy Claws Bal Bados creates an energy claw in each arm and also sprouts energy claws from his chest. This can hit in a 180 degree arc. RTCW -- Spinning Energy Bars Bal Bados creates energy bars in his arms and his right leg. He spins on his left leg twice to hit the enemy. Dash RW -- Kick and Swing Bal Bados kicks out and swings his right bar. This has very good range and may also hit a bit on the left side. Dash LW -- Dual Bars Bal Bados uses both bars to hit in a 180 degree arc from in front of him to his left side to behind him. Dash CW -- Wheel Bal Bados flips forward with energy bars coming out of his arms and legs and rolls over the enemy. This goes a decent distance and does good damage. Ground Hit Bal Bados hits the ground while pivoting on his left foot. Fast and does decent damage. Range seems a bit lower then other ground hits. ****************************** ERL Specials ****************************** Bal Bados does not have standard specials. Instead, these specials are done by changing the ERL from laser to mine mode and vice versa. ERLs are the arms and legs from which the Bal series fire their weapons. On added advantage to being modular is that these arms and legs can fire their specific attack even if not attached to the Bal body. To eject the ERLs, LT and CrLT attacks are needed, LT for arms, CrLT for thighs. When the ERLs are ejected, they will stay with Bal Bados for about 1-2 seconds before hovering in whatever spot they are. As a result, it is possible to put ERLs high in the air by ejecting them and then double jumping. Also, because the ERLs can hover, Bal Bados can throw off 2 ERLs and run around drawing an enemy close to their location before unleashing their attack. Ejected ERLs have two settings, B and M. B is for beam (laser) and M is for mine. They also have an "ammo" gauge which starts at 24 and rapidly diminishes depending on what attack they do. The Start button will change the setting between B and M. B attacks take 1 ammo while M take 2. Basic ERL usage is simply with the LW and RW. An ejected left arm will fire whenever LW is hit (including any turbo configurations). Because of the B/M setup, even a LW can fire a ring laser. By crouching and firing a weapon while a thigh ERL is ejected, Bal Bados causes the thigh ERL to fire what would be a standard shot. For example, Bal Bados ejects his right arm ERL and his left thing ERL by doing a LTRW (right arm ERL) and CrLTLW (left thigh ERL). He places them in various places and then decides to fire them. Suppose the RA-ERL is set to M and the LT-ERL is set to B. Thus, hitting RW will fire off mines from the RA-ERL which CrRW will fire off a crouch ring laser from Bal Bados itself. At the same time, CrRTLW will fire off Big Mines from the LT-ERL while RTLW will fire that same thing from Bal Bados. Listed below are specific oddities that the ERLs can do which can not be done while attached to the body. Mine Snake -- RA-ERL, set to M, Jump, RTRW This causes the ERL to eject 4 standard mines and then a line of big mines move toward the enemey. The line of big mines looks like a snake from the side hence its name. Mine Bridge -- RA-ERL, set to M, Gauge at 1 or 2, RW, Move Fire off the RA-ERL and deplete its ammo to 1 or 2 shots. Make sure that RW is at 100%. Move away from the ERLs location and hold down the RW trigger. The ERL will start ejecting lots of mines while attempting to follow you. It is possible to create an arch as long as you hold the trigger down and the ERL has not yet reached you to dock. Oni Mine -- LA-ERL, RA-ERL, Set to B/M, Side Dash LW This causes the RA-ERL to return after unleashing 5 high speed standard mines at the enemy. They do decent damage as well as have good knockdown capability. This move can also be done with the thigh ERLs by using the Cr variants. Oni Balkan -- Selective CW RW, LA-ERL, Set to B/M, Side Dash LW This technique makes use of the Oni Mine but first sends the RW-ERL above the enemy before unleashing the 5 oni mines. It takes good timing because the Side Dash LW must be hit before the RA-ERL begins firing. However, if done properly, the enemy has to dodge 5 mines coming in above and possibly from his blind side at close range. Reflect Laser -- Jump RA-ERL, RT-ERL, Both Set to B, Jump, RTRW Drop the RA-ERL while in the air and then the RT-ERL any other way. Jump and do an RTRW to make the RT-ERL fire a laser that reflects off the RA-ERL toward the enemy. Damage is decent and this can be done at any time while keeping the ERLs around the enemy. There is a Left Side ERL version too that is done the same way. Make sure that the ERLs are set to B (Left Side ERLs default to M). Dual Reflect Laser -- Eject All 4 ERLs, Full Gauge, Jumping RTCW Make sure that at least 2 of the ERLs are set to Beam mode. This is a variant of the above except that 2 sets of lasers are fired out. At the same time, Bal will dance for the viewer. Black Hole -- Eject All 4 ERLs, Full Gauge, RTCW The ERLs point together and create a Black Hole in front of Bal. All of the enemy's shots will be drawn into the black hole and will not harm Bal at all. This move can only be done once per game or challenge. The ERLs can then be used for other attacks. Pyramid Shield -- Eject All 4 ERLs, Full Gauge, CrRTCW The ERLs fly over to the enemy and create a pyramid of energy around them. The enemy can not move past the pyramid's boundaries and also can not fire out of the pyramid. The ERLs are still active while forming the pyramid and can thus attack. However, after they attack, the pyramid dissipates. ################################## # H. GRYS-VOK ################################## ** Background ** Grys-Vok is the next variant of Belgdor. This is a primary missile VR who has a great deal of homing missile weapons. ** Notes ** As stated above Grys-Vok is only second to Bal Bados in the amount of hom- ing weapons that he can launch at the enemy. His RW standard missile launcher is a good standby, though somewhat low in homing capability and he also holds napalm to flush out his enemies. However, Grys-Vok's main weapon comes from his CW Central Launcher which is capable to throwing out up to 8 homing missiles as well as a tactical nuke. Grys-Vok is somewhat slow compared to medium VRs as well as lacking in V. Armor compared to heavy VRs. However, Gyrs-Vok is easily capable of dropping quite a bit of damage on the enemy. ****************************** Long Range ****************************** RW -- Missile Launcher Grys-Vok fires off a steady series of missiles at the enemy. Homing capability is pretty low as well as the damage and V. Armor penetration. It is a good standby while the other weapons are charging. Grys-Vok jumps and fires off about 6 small rockets at the enemy. They do small damage. LW -- Napalm Grys-Vok drops a napalm bundle in front of him. Unlike Aph B's napalm, this goes straight forward meaning that a bit of aiming is required. It does more damage then Aph B's napalm and as a result can stop oncomming VRs even in their dashes. The weapon is somewhat slow to charge meaning that 2 consec- utive fires while empty the gauge. It is also good for flushing out enemies. The jumping version is like the standing version. He drops the canister a bit in front of him. CW -- Shoulder Launcher Grys-Vok unleashes a series of missiles from his shoulders. These shots have very good homing capability and also have two versions of selective fire. The first version involves only launching a side of missiles. This is done in the standard manner and launches either the left or right side missiles. The other variant is to let up the trigger instantly resulting in only 2 shots being fired (keeping the trigger down launches 4 missiles). These first two missiles do a good deal of damage while the second set quickly speeds up to catch up to the first set. The second set of missiles may do a bit more damage then the first set. The side selective fire seems to do more damage then the standard variant, but the standard variant is more capable of hitting far away dodging enemies. The jumping version is like the standing version. Because there are 4 missiles it is possible to fire 1, 2, 3 or 4 using selective fire. To fire less, simply let go of a trigger earlier. The jumping version is like the standing version. All the missiles come out at the same time causing up to 4 trails to speed toward the enemy. LTRW -- Fast Machinegun Grys-Vok unleashes some red shots from his center that home in on the enemy. These shots don't strip a lot of armor, and also do not home very well. How- ever, they do a lot of damage on contact with the enemy. The jumping version is like the standing version. LTLW -- Fast Strip Machinegun Grys-Vok fires a series of blue machine gun shots from his center. Like the above, they do not home or go very fast. However, their V. Armor stripping capability is very good, capable of stripping up to 16% from only one bullet. The jumping version is like the standing version. LTCW -- Fast Shoulder Missiles Grys-Vok fires off a series of fast shoulder shots that spit out 2 fast homing missiles. Due to the speed of the missiles, a side dashing enemy can dodge them pretty easily. However, this attack takes little ammo and thus Grys-Vok can launch up to 6 of these at will without redlining. A successful hit takes off both energy and V. Armor. Grys-Vok jumps and shoots out 4 bombs from his shoulders. They arc forward and then bounce toward the enemy. Upon impact, they explode into a single napalm explosion. RTRW -- 4-Shot Missiles Grys-Vok uses up about 75% of his gauge to launch off 4 missiles that have good homing ability and streak toward the enemy. On a successful hit, they do quite a bit of damage to the enemy. Depending on Grys-Vok's ammo gauge less then 4 shots may be fired. The jumping version is like the standing version. RTLW -- Bouncing Homing Napalm Missile Grys-Vok launches a homing napalm missile which bounces once and then explodes on contact into a Napalm spiral with a grenade blast. If the enemy stands still it doesn't do any damage. However, if the enemy runs into the blast, this attack deals out a good amount of damage. The jumping version is like the standing version. This version does not bounce and simply explodes on contact with the ground. RTCW -- 6 Shot Grys-Vok fires off 6 shots of his shoulder launcher that home in on the enemy. These missiles do more damage then standard launcher and home a little better then the standard missile launcher. If all 6 hit and the VR stays up, they can take off up to 60% energy. In the jumping variant, Grys-Vok unleashes 10 missiles at the enemy at stagg- erred intervals. This makes them very hard to dodge. ****************************** Crouching Long Distance ****************************** CrRW -- Crouch Missiles Grys-Vok fires off a crouch variant of his missiles. They go a slight bit faster, but their low homing capability makes them miss quite a bit. CrLW -- Phalanx Grys-Vok launches 4 grenades up in the air that arc down about 150m in front. On contact with the ground, they explode into grenade hits. It is possible for enemies to be hit multiple times by this attack. CrCW -- Crouch Shoulder Launcher Grsy-Vok launches 8 or 4 missiles (depending on ammo gauge) that go after the enemy. They are about the same as the standard CW. CrLTRW -- Crouch Fast Machinegun Same as LTRW. CrLTLW -- Crouch Strip Machinegun same as LTLW CrLTCW -- Crouch 4 Fast Missiles A crouching variant of the LTCW, but 4 missiles are launched instead of two. Takes up a bit more ammo. CrRTRW -- Crouch 4 Shot Same as RTRW but does a slight bit less damage and the missiles are not as clumped as they exit the missile launcher. CrRTLW -- Phalanx + Homing Grys-Vok launches 6-8 bomblets that bounce on the ground before exploding into grenades blasts and napalm blasts. There are 3 napalm blasts, to the center, right and left. From these napalm blasts come out 3 homing missiles that converge on the enemy. A good attack that has a chance of hitting the enemy if they dodge the initial blast. CrRTCW -- Mini Nuke Grys-Vok crouches and launches a small nuke that takes about 5 seconds to hit. The nuke goes straight up and then can be seen moving by a small shadow on the ground before falling on the enemy. Standing under the sanctuary building is not enough to dodge the nuke as it does some damage below. This attack can be dodged by a constantly moving VR and can also hit Grys-Vok. A good attack to do and then pressure the opponent into forgetting about it. ****************************** Dash Attacks ****************************** --Forward Dash RW -- Dual Missile Stream Dual sets of missiles come from the RW to hit the enemy in exploding shots. These shots seem to penetrate V. Armor very well and are also very good at homing in on the enemy. They do a good amount of damage. The crouch variant is the same as the standard dash variant while the air dash variant launches larger single missile shots in much the same manner. LW -- Dash Napalm Grys-Vok rotates and drops a napalm that goes straight. Crouch and air dash variants are the same. CW -- Dash Shoulder Launcher Standard dashing is the launching of 4 shots that do good damage and have good homing capabilities on top of that. Crouch variant launches a mini nuke at the enemy that has the same character- istics as the CrRTCW. Air dash variant is the same as the dash CW. --Side Dash RW -- MIRV missiles This fires off about 2 missiles that after traveling about 250m break up into smaller missiles that converge on the enemy. The initial phase (non MIRV) homes better, but the second phase does more damage. The crouch variant and the air dash variant are the same. LW -- Napalm Depending on the gauge Grys-Vok drops either 1 or 2 napalm bomblets at the enemy. They explode toward the enemy. The crouch and air dash variants are the exact same. CW -- 2 Sets of 2 Missiles Grys-Vok shoots off 2 sets of 2 missiles at the enemy. They have good homing as well as do good damage to the enemy. The crouch variant launches all 4 at the same time while the air dash variant is the same as the standard dash variant. --Back Dash RW -- Homing Ground Missiles Grys-Vok launches two homing ground missiles that go slowly at the enemy. These missiles have very good homing capabilities and unless they hit a build- ing, will continue to pursue the enemy. Upon hit, they explode into a small nuke for good damge. The crouch variant launches 4 at slightly faster speeds. The air dash variant is simply the standing RW except in dash mode. LW -- Napalm Grys-Vok drops a napalm in front to obscure the enemy and enemy fire from himself. A good retreating tactic. The crouch variant shoots off 4 homing ground missiles that move extremely fast. This is a good mix-up as enemies may be used to the RW version and the speed of these missiles will surprise them. The air dash variant is like the standard dash variant. CW -- 2 Sets of 2 Missiles Grys-Vok launches 2 sets of 2 missiles at the enemy. The crouch variant launches all 4 at the same time. The air dash variant is the same as the standard dash. ****************************** Close Combat Attacks ****************************** RW -- Missile Launcher Bash, Backhand Grys-Vok swings his right arm and hits the enemy. He then returns it in a backhand that will send the enemy to the ground. The second hit knocks down and does good damage. The first hit comes out relatively fast. LW -- Grenade Laucher Swing, Shoulder Bash Grys-Vok swings his left arm and then pauses before doing a shoulde